In Which Everyone Escapes but the Bugbear

Nov 23, 2014 11:53

Last night's Silver Coast game entailed the final smashing of the Redcloaks. ( The session began... )

dungeons & dragons, d&d, gaming, silver coast, roleplaying games

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jamesbarrett November 24 2014, 00:36:28 UTC
so far, the xp progression has been just fine. Not to slow, not too fast. You can change how we get it all you want though. I don't need it from combat really when there are more fun ways to acquire it.

as for the Glass Staff secret Morgo learned, it was such a huge and stunning revelation that Morgo is still trying to figure out just what he should do about it. it won't hurt to think about it for a few days (Morgo's time) before bringing it up. in the scale of secrets that thing knew, this one was a doozy. You could say Morgo hasn't mentioned it yet because the shock hasn't worn off yet.

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the_gneech November 24 2014, 03:40:13 UTC
Well, my own feeling is that finishing off the Redcloaks should have been what tripped you over from 2nd to 3rd, instead of putting you within striking distance of 4th; but since "zooming through 1-3" is working-as-intended for 5E, I figured I'd let that go as is for a "learn 5E" game ( ... )

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sirfox November 24 2014, 18:25:29 UTC
I haven't had much of an argument with the XP progression so far. I think it may feel like a lot else of what goes on gets rolled into the xp with or alongside combat, so it all feels like combat. However, finding/defeating a trap, tricking a guard, or setting up a table to fall on somebody all end up being calculated up with the combat engine calculator, but really happen outside of hackyslash time ( ... )

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sirfox November 24 2014, 18:25:38 UTC
I think that of the base classes, clerics really get spun the hell around a lot with how their mechanics work and how they're effective. 3.5e how-the-fuck-do-i-calculate-this-again Turning becomes pathfinder's Channeling divinity which just damages undead and/or heals friendlies with one roll that tells everybody how many HP they get or lose. Making the undead flee or effecting other targets were all special options you take as feats, to whatever the hell 4e did, now in 5e, your channel divinity is back to making undead flee or just autodie if they're low CR and the cleric is high level, and any other effect is 100% reliant on your domain, only life seems to heal with it. others do blasts of radiant damage, or charm animals, or get max damage on specific spell effects. Of things i don't care for, good god the life domain healing channel is nerfed to hell. used to get a d6 per level or two that would apply to everybody. now you have your level x5 hp to distribute in total, and only up to half a character's health. Granted, you ( ... )

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the_gneech November 25 2014, 01:31:26 UTC
Looking at the life domain, it seems to be built pretty much to heal and do little else. Your domain powers are "heal MOAR and wear heavy armor." But since at this level you can only channel divinity once per rest, you have the choice of "heal once or turn undead once." But given the reduced role of healing, given everyone's ability to spend hit dice during short rests, that's of limited utility. If you wanted to "retrain" Gimlet with the war domain (given his soldier background), I'd be fine with that.

-The Gneech

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the_gneech November 24 2014, 22:17:20 UTC
In theory at least, the reward for trickery and "defeating" your foes in noncombat ways, is that you don't have as much risk of your own heads getting lopped off because the combat is over faster. ;D I'm open to suggestions as to what additional rewards might be. I considered ditching combat-based XP all together and switching to quest-based, e.g., "Rescue Brannar From Goblins: 200 XP," "Clear Out Redcloak Hideout: 1200 XP," etc., but with this campaign I particularly wanted you guys to control your own fate, rather than me setting what the goals were ( ... )

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