GMF's 5e Extravaganza (Inactive)

Game Master Fanguar

Current Day: Marduk's Day, 42nd day of Blossoms (Day 33)

Current Combat Map


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Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

This is hemming and hawing over nothing. We will obviously NOT proceed until the whole party is ready. Your Ranger, me, said it was futile because I understood the rules and the exhaustion it would entail. I did not think you would be unable to track, just that when you found them, you would have to deal with levels of exhaustion - the situation we now find ourselves in. I hate to say I told you so, but I did. We did not have the exhaustion and moved at normal speed bc I am a Ranger. We even had an encounter, and the first group is no better off. Now, let's just rest until everyone is ready and then attack the outside group. Simple...


Put the Loot link in the campaign tab.

Couple of thing:

1. @Lichen: You wouldn't have been able to hear the earlier fight.

2. I will post a map later showing the layout.

3.What I posted was that over the hours that the other group had been watching the camp, there were never more than 4 goblins visible, not that there were 4 goblins at the moment. There were always the 2 guards, plus 0-2 others. There are currently Randomizer: 1d3 - 1 ⇒ (2) - 1 = 1 3 Goblins visible to you.

4. The bugbear is not outside at the moment.

5. There are also 2 wolves outside.

6. @Cole/Zask: The camp is in the middle of a glade. You can stealth towards them, but you will have to crawl through the grass.

7. @Vhaezil: You are close enough to use Elditch blast. (I'm bad at visualizing distances, so I'll say like 50-60 feet to the camp, but that might change once I map it out and get a look at it.)

8. @Zask: I think that the metagamy aspect of knowing how long you have left to rest is just a feature of the game. much like how you get all full HP after a long rest. (That being said, I'm happy to go back to the good old 1d4 hp/full days rest)

9. From a combat efficiency standpoint, Lichen is down 1 spell and has 1/2 movement speed. Less than optimal, but not crippling.

10. Let's all just try to play nice. Characters are doign what they think is best. That being said, at a certain point, "Well that's what my character would do.", isn't going to fly as a excuse. While you're characters aren't yet a party and don't have any reason to work together, you all might want to start figuring some out. I don't mind the occasional splitting of the party, but sometimes you've got to go along to get along.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

No. 10 is my point exactly. I do not want to split the party again. These are goblins and we are adventurers. Let's just rest until everyone is comfortable with proceeding, then we attack. We are waaaaay overthinking this.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Lets wait the 2 hrs then. Then at dusk... we ride!


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Human Rogue 2 HP:15/15 AC: 14 Str: +0 Dex:+5 Con:+1 Int+5 Wis +0 Cha -1 Passive Perception 17, passive Investigation 17

Ditto on #10.

Ride? Not my shoulders pal!! :D


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

OK. So I read up on exhaustion and have a couple questions.

1) I can't find where it says I am down a spell if I am exhausted. Its not listed where I am reading about the 6 levels. I suspect its somewhere under spell casters but I have not found it yet.

2)After completing the long rest will Lichen have all his spell slots back?

3) If so, can he cast Goodberry before completing the long test to help heal up the group?


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

You recover all spell slots after a long rest, and you can cast goodberry, if you so choose.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Oh god... Stealth rolls not so hot.. Pray for me!


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

I was assuming that GM would use our earlier stealth rolls...two 24's.


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Cole, While I appreciate your experience with this rule set and have already learned from you, I'll wait for the GM to weigh in before posting again. This impacts how much healing we had before and after the completion of Lichen's rest. And so will impact his tactics as if he has Goodberries and all his spells he wants to try to charm a wolf.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4
Cole Hillman wrote:
I was assuming that GM would use our earlier stealth rolls...two 24's.

Lets hope!


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2
Lichen the Wanderer wrote:
Cole, While I appreciate your experience with this rule set and have already learned from you, I'll wait for the GM to weigh in before posting again. This impacts how much healing we had before and after the completion of Lichen's rest. And so will impact his tactics as if he has Goodberries and all his spells he wants to try to charm a wolf.

Understood...no problem.


Lichen the Wanderer wrote:
Cole, While I appreciate your experience with this rule set and have already learned from you, I'll wait for the GM to weigh in before posting again. This impacts how much healing we had before and after the completion of Lichen's rest. And so will impact his tactics as if he has Goodberries and all his spells he wants to try to charm a wolf.

Ultimately, this is one of those situations where you have to decide if it was Lichen's intention to cast Goodberries before his rest. Due to the nature of the rest mechanic, this decision would have had to been made before the rest began, 8 hours ago. So you have to ask yourself whether Lichen would have wanted to hold onto a spell slot in case something happened. Since you guys never really declared that you were starting a long rest, it's all a bit muddy at the moment. In in this case, I'll let you make the call.

@all: Re: using previous rolls: As long as it is for the same ability/action, it's probably going to be fine, but please ask first. In general I'm not a fan of retconning things, and if you do something impulsively without having all the information, I'm usually going to let the action stand, within reason. Still, as this is an intro adventure so everyone can get a feel for my GM style and kind of game I plan to run, I'm inclined to let be a little lenient. As such, I will let the earlier stealth rolls stand.


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Only because I had already stated that Lichen was going to create Goodberries before he rests ever time he rests if he has spell slots remaining will I say that he used the spell to create 10 berries. Its really one of the best options he could choose anyway as its guaranteed 10 hp of healing even though its not as good during a fight.

So before this thing kicks off there are 10 goodberries that can be eater. Please heal up. I am not sure who needs then as I don't note any wounds in your HP totals in your summary stats.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

I would have taken 2. Just so we know the current amount remaining.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Goodberries..

I didn't take any, not sure what Lichen's intent was when distributing or creating them during the rest. Only person I saw take some was Cole i think? leaving Lichen to carry 8.. of which he gave 2 to Zask?


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Right, that is what I thought.


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3
Lichen the Wanderer wrote:

Before combat

Lichen hands out a Goodberry to everyone, keeping two for himself for now. He then asks If possible please target the goblins first and the wolves last. I would spare them if I could and will try to charm one if I can get close enough. But do not endanger yourselves in this effort. If then attack you then by all means defend yourselves.

Oh his turn Lichen moves forward in a careful double move.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Thanks!


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

So Zask, you had a berry too. Eat your own berry, white man from town. <- anyone get this reference?

Edit - And I see that you did. :)


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

@Lichen: Reference isn't ringing bells with me chief - resisting temptation to run it through the interwebbage. Give us a clue?

Regards encumbrance and carrying the swag/loot claimed thus far.

If anyone is claiming any of the items gained thus far - let me know here and I'll adjust the sheet accordingly.

With regards bulkier items (arms/armour/furs) would make sense for the group to perhaps bury a cache of the current equipment unclaimed either outside the lair or on off the track where the wolf-riders were encountered?


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Its a Steven King movie... The quote was "Eat your own pie, white man from town."


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Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Not really too relevant, but thought it was kind of an interesting video I came across at some point... Made me think about how we think torches work in the game vs how they might actually work.

Torches


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

Interesting stuff.

We need to stock up on candles... lots and lots of candles :)


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

I don't think it will help us at all here, but Disengage uses your action and isn't a bonus action no?

Edit: NM they are goblins.. duhh


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Yes, Disengage is an action.


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Some food for thought...

The delay action in 5E is a little more restrictive than in previous editions. You delay by stating the triggering action, then taking the action when the trigger is tripped.

ie... I'm going to hold my action until "Player X" moves into flanking position, then step forward and attack.

or.... I'm going to wait until the archer releases his arrow, and the wizard sends his spell bolt, before closing to melee.

Just a little strategy session before combat might be in order... though it can slow things down too much in PbP.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Correct. It is not a delayed action so much as an action that must specifically identify a triggering action.


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

Agree on the tactics planning - some discussion is in order for next time round. As we synch more as a group (both in terms of role and roll play) that will also happen naturally.

Think at the moment we have some characters being much more direct, whilst others (and I count Vhaezil in this) that are spending more time building to those decisions.

All good though.


Zask Quickhand wrote:

I don't think it will help us at all here, but Disengage uses your action and isn't a bonus action no?

Edit: NM they are goblins.. duhh

Yup. Goblins can disengage or hide as a bonus action.

Re: Tactics: Everyone posts pretty frequently, so it shouldn't be too bad. This will probably be important when inside. We have a big party, so things are going to get cramped.

Re: Readied actions: Just to clarify, you can perform an action or move up to your movement speed in response to a trigger. You can't move and have an action as a trigger.


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Also, just to note. AoA are only triggered by movement, when "leaving" an opponent's reach. You can run circles around them without prompting


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Re: Tactics...

We are in some trouble right now.. Cole is unconscious, myself and Rhys are at 1hp. Our healer is engaged with two enemies. I can't see retreating as an option now... Well if we do retreat we definitely aren't all making it out alive.

My only train of thought is we have to attack this round and hope we can kill enough goblins that our ranged crew can get involved...

Good luck all.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Is the red goblin just an injured goblin?


Zask Quickhand wrote:
Is the red goblin just an injured goblin?

Yes, the red goblin is the one that Lichen hit with the fire.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Is it bad form to discuss tactics in the discussion forum leading up to a fight? (or if we think combat is coming up?)

And of course I don't think it would be good form to discuss anything during combat.

Any rulings?


Meh, discuss away.

Tactics are fine, and really should be expected, but just make sure the discussion is around the current situation as presented in game (i.e. don't metagame).


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Hey all. I'll be out of town from tomorrow afternoon to sunday afternoon. Not sure if i'll have internet reception for most of that time.

If you're waiting on my action and it's the end of the day (for the west coasters) feel free to bot me.


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Hi all. Sorry about not posting til now. I was at a small con over the weekend. I hoped to post from there but it was way out in the woods at a 4-H camp with no cell reception and the promised wifi was completely overwhelmed by the con goers who nowadays feel the need for constant connectivity. I am back and posting though.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

How many goodberries can we eat while on combat per round? Is it an action to eat one? It is designed for out of combat healing. So, I think it is prudent to clarify?


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Yes, one per round. GM Fanguar answered that for me earlier.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

To prevent excess dialogue i vote to have them send us the girl. Use Vhaezils illusion as a guise and set an ambush.


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

Nothing wrong with excessive dialogue ;)

If they bite on that plan great - but Daryl need's to head in and parley face-to-face so we get a measure of what we're locking horns with.


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

@All: Okay if we tie up the night before dialogue before moving onto the gnome's offer. Makes more sense to frame the girl's return as there may be information gleaned that might be relevant to our next actions.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

If you want further dialog on the girl, then please have at it. I am more concerned with revisiting the ruins, tracking down and killing the evil doers. I am sure that whatever else there is concerning them will reveal itself during further exploration and the chase. I also want to know what the Gnome has to offer.


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages
GM-Fanguar wrote:


@Vhaezil: There is no official imperial presence in town. If you are looking to offload the goblin ears, the innkeep will buy them at 80% (8sp a pair). He'll air dry them and sell them to the next imperial patrol that comes through. As for buying stuff, that depends on what you are looking for. The town has a drygoods store and a blacksmith, but they aren't stocked in 'adventure' gear. There is also a large number of merchants in town, so it is possible that some of them might be transporting what you are looking for.

Shifted the loot chat to here so as we don't clog up the in-game thread.

Reason I asked GM-F about Imperials & town's goods/stores was two-fold.

- Get a notion for who might take the ears and goblin equipment off our hands.

- What equipment/goods might be available to us (even if its in trade rather than sale). We know where we're headed (back to the tomb) so might be worth us investing/trying to source any items we think might be useful for both the wilds and dungeon.

Vhaezil also has 10 gold available, which can be loaned for the mere price of a soul ;)


Couple of quick announcements:

1. I will be away Monday and Tuesday. I may post tomorrow morning, but this is likely my last post until Wednesday.

2. I have some house rules that I will be implementing (see next post). Take a look and adjust as necessary.

3. Now is a good time to evaluate if this is still a game that you are interested in being a part of and whether you are happy with your PC. Now would be a narratively opportune time to bow out, tweak your PC, or re-roll completely.


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House Rules:

Modified Encumbrance Rules: Inventory Tracking by Space.:

This is a modification of some rules that I read about Here and were tidied up Here

How it works is that each person has 6 ‘containers’ (Scabbard, belt, backpack, etc). Each container can contain 3 small items or one larger item. All carriable items come in one of 3 sizes, negligible, small and large. Negligible items are ones that could easily fit in a pocket and don’t need to be tracked on a container. 10 of the same negligible item becomes a small item (e.g. 2 goblin ears are negligible, 10 are small). Almost all equipment is small (lanterns, rope, a week of rations, up to 500 coins). Almost all weapons and shields are large. Use common sense. You should label your containers, so if someone steals your backpack, you know what you’ve lost.

Armor costs you containers. Light costs one container, medium costs 2 and heavy costs 3. These penalties can be offset by your strength bonus, e.g. a PC with an STR of 14 can wear medium armor without a penalty, whereas a PC with a STR of 10 in medium armor would lose 2 containers.

In some cases there may be situations where you want to overload yourselves. In these situations, each additional part of, or full container adds one level of encumbrance. Each level of encumbrance adds one level of exhaustion. These penalties persist until the excess items are removed.

You can track this in your profile or use the spreadsheet that I have put together. You can find it here and I’ll put a link in the campaign tab.

I pretty much expect you folks to have pack mules, etc. If you want more stuff with you in a dungeon, get a hireling.

Wear and Tear:

Stole this from here. I think it’s great.

Notches: A notch is an abstract measure of weapon and armour degradation.
Each notch on your weapon reduces its damage die by one step. 1d12(2d6)>1d10>1d8>1d6>1d4>1d1.
Each notch on your armour reduces your AC by 1.
Each notch decreases the sale price of an item by 15% to max of 45%.
Magic items do not notch.

Weapon Quality: When you roll to hit, if the roll is equal to or less than your weapon’s Quality, it gains a notch. Standard weapon Quality is 3. Quality 1 weapons cost double and Quality 5 weapons are half price.

Weapon Breakage: When you hit with an attack, you can sacrifice your weapon to roll its original unnotched damage die. If you do this it falls apart and is irreparable.

Armour Quality: When somebody hits you, if their roll is better than 20 minus your armour’s Quality (without modifiers) it takes a notch. This is slightly janky because higher numbers are better with armour. Suffice to say that crappy Quality 5 armour gets damaged when hit on a 16-20 and awesome Quality 1 armour only gets damaged on a 20. Standard armour quality is 3. Quality 1 armour costs double and Quality 5 armour is half price.

Armour Breakage: When hit by an attack, you can sacrifice your armour to reduce damage taken by 50%. If you do this your armour falls to pieces and is irreparable.

Repairs: Field repairs can be made during a long rest. A PC with the appropriate tools can make field repairs to remove 1 notch from an item at the expense of decreasing the quality by 1 point. Only one notch can be repaired per long rest.

Appropriate craftsman can repair a notched item at the cost of 10% of the price per notch repaired or point of quality restored.

Modified Starvation and Dehydration Rules:

Under normal adventuring conditions the following rules apply (obviously if you are locked in a cell and not expending any energy, things would be different):

Starvation: For each adventuring day without food make a DC10+1 for each day of starvation CON save or suffer one level of exhaustion. You may not suffer more than 3 levels of exhaustion during your first week of starvation.

Dehydration: For each day without water, you suffer 2 levels of exhaustion.

Starvation and Dehydration exhaustion levels do not stack.

Coming back from the dead:

By default, there are no spells that can be cast to bring you back to life. In general, dead is dead.

It is possible to return to life, but it would require direct intervention by a powerful being (saint, fiend, etc) and would have some major strings attached. Highly unlikely to occur, baring it becoming a focus of the campaign.


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Hi GM Fanguar. I would like to ask you to reconsider implementing these house rules. One of the things I love about 5E is it's simplicity, and lack of having to track everything (Pathfinder I'm looking at you). I get enjoyment from adventuring, combat, finding treasure, and especially interacting with the other players, and can't see how adding these rules will do anything but decrease my enjoyment of the game. The last two house rules I don't have a problem with, but the first two, while adding realism don't accomplish anything I enjoy. 5E is not designed to be a simulation, but a simple enjoyable game.

I really love this game, my character, and even though we're still ironing out some rough spots, the interaction with the other players is great. However, if we're going to add this complication to a simple and Dynamic game, then Daryl will probably drift off into the sunset with a suitable "Spaghetti Western" theme playing in the background.

Again, I think you're doing a great job running this game, and really appreciate the opportunity, I just don't see how these rules will add to my enjoyment of the game / system.


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

Throwing in my 2 coppers worth...

Like the encumbrance rules (in principle) - only headache I foresee is that my character (who I don't see as heavily encumbered) is already pretty much at max capacity (without rations/water). Push comes to shove I'll ditch the crossbow and ammo to free up container spaces. Other more "kit" heavy characters might well struggle here - especially as we find those rare items of magic etc.

However I do see your point regards both pack animals and retainers, and appreciate they would ease any pain.

Wear and Tear, as Scran says does add realism, but its going to be a pain to track which of your items are notched. Perhaps if it was simpler - roll a 1 and your weapon is now notched (-1 damage or drop in damage "rank") it might be simpler to apply - but as is I also just see a bunch more book-keeping to track (which this game/system is a bless'ed relief from).

Fine if we're going to pass the dwarven smithy (who'll fix us up sans charge, for previously rescuing his sacred goat) but otherwise the onus to have a smith role fulfilled within the party (and their associated equipment being carried) - which in turn might need a consideration re: characters/classes etc.

House rules for the last two are pretty straight forward (particularly dealing with death) so not much to add on those.

Would echo Scranford/Daryl - love the game, the system and the characters - the whole feel definitely hearkens back to halcyon days when gaming (and life lol) was simpler. More than happy with my own PC and feel I've just scraped the surface with him thusfar.

From a personal standpoint I'd hate to see people go over this, but appreciate you're trying to build and improve the game (for us and yourself).


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

I'm in for whatever makes the game fun for everyone. I think the systems are interesting. And although it's new it wouldn't be that difficult to track in my opinion.

I think maybe gmf is just trying to avoid a situation like this... ie. Zask offers his longsword, greatmaul, spear, full plate mail in exchange for the whatever.

Doesn't make much sense for a guy who is 3 feet tall to be able to carry all that despite STR modifiers.

Weapon and armor could be simplified to be dmg on critical hits or misses I guess akin to death saving throws for your items.

As with the others the other rules are fine. And I may rework Zasks story and background a bit.

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