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So I just finished reading the full combat chapter. I suggest everybody who hasn't already go do so, and make particular note to action points, and probably readying actions and movement.
I'll pretend I already spent my action point this encounter since I made an illegal move earlier. Pang, could you do a rules corner on bluff checks? The player's guide isn't very descriptive. |
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Yeah, I was going to bring up action points the next time they became relevant (at the end of the fight after this one, soooo not for a while). You guys don't have any right now since you lose them when you take an extended rest, but admittedly you should have had some during the slime fight.
I'm trying to bring things in gradually since not everyone wants to read the books. I insert things whenever I see the opportunity, which is why Argumentus just tripped over a rock earlier instead of falling in a pit like I originally put on the map. Bluff Checks (and this applies to Intimidate, as well): We'll use Shin's attempt as an example. What we do with a Bluff attempt is roll a Bluff check (1d20 + your Bluff modifier) and compare that to the target's Insight check (1d20 + their Insight modifier). Of course, most enemies don't have an explicit Insight modifier and it's derived from their Wisdom score. So, using Shin's example, he made a Bluff attempt even though he has precisely 0 points in Bluff. He rolls a 4, and so does the halfing, but: the halfling has a good Wisdom score and gets a +1 to her Insight check, giving her a total of 5. This allows her to see through Bob's bluff easily and ignore him. With Intimidate it's your Intimidate modifier vs the enemy's Will modifier, but otherwise it's the same process. tl;dr let Fescue do the Bluffing, the rest of you blow at it ![]()
Last edited by Pangalin : Jul 26, 2008 at 04:38 PM.
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Intimidate seems a bad idea during combat, since the enemy gets +10 to the check. |
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Weellllll how about that
DEEP SHAME ![]() Ok so action points, quick basic explanation: If you have an action point, you can spend it to get an extra action, and then you don't have it anymore If you win two fights without resting, everyone gets another action point If you sleep, your action points reset to 1 If your local Warlord sees you using an action point, something minor but useful might happen That should about cover it ![]()
Last edited by Pangalin : Jul 26, 2008 at 06:04 PM.
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FESCUE LEAPED OVER THE STOCKY DWARF FROG STYLE
"Leap frog! You've got to leap frog me!" Edit: I dunno when I'm going to be out so I'll post my move out of turn since Deni had to bug me about it the other night and hahaha ![]() ![]()
Last edited by Bradylama : Jul 27, 2008 at 05:53 PM.
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As and when I'm in a position to learn new spells, is there a firebally one or a heat ray one? If it's a fireball, the magic words will of course be "HADOKEN" whereas if it's a heat ray they'll be "OOO-LAAAAA" and I'll turn much more prog-rock.
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well, less a book and more of a pamphlet: Forgotten Realms Player's Guide Preview
Also, I'd just like to apologize for not putting more aforethought into a fight which has taken a goddamn week ![]() ![]()
Last edited by Pangalin : Jul 29, 2008 at 06:04 PM.
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The weird elemental things seem interesting. But they've left out the minor-action, constant use spell of the Drow: Suck out loud and be emo.
Anyway, I've got the Player's Manual, the DM's manual and the Monster Manual. Any other complete books outside of adventures? P.S. I've clearly been neglecting Fantasy. I've never heard of those weird elemental guys before. |