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| Dungeons and Dragons 3.5 RP OOC | |
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| Tweet Topic Started: Feb 11 2011, 09:43 PM (5,253 Views) | |
| SCComega | Mar 2 2011, 11:41 PM Post #271 |
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Random kitsune.
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alrighty then. |
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| Riffus Maximus | Mar 2 2011, 11:44 PM Post #272 |
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Nocturu's Wind of Change
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I've sent him a PM, though I can post it here. A'right let's get on with this. Like you perhaps figures, DD is a game of role-playing, but also a dice game when you do things out of RPing, even then you might have to roll a dice during RP. i'll take the drunken fighter as an example for the fight, because my charcter is rather complex to explain, giving that my class gives me access to special fighting skills that have diffenrent effects.
First of all, before beginning a battle, players roll an initiative check to see who begins first. Using a dice 20, you add your Dexterity midifier along with some other bonuses that directly affects initiative, such as the Improved Initiative feat. The one who has the highest initiative begins, and then the second highest play, then the third, and here goes. In case two players have the same initiative, the one with the highest Dexterity plays first.
When it's your turn, determined by the initiative check, you choose an action to do. Most of the times, you'll decide to attack an enemy in front of you. If there's distance between you and your ennemy, you must move first. If your character is further than your reach, you must move according to how far he is from you. Given your character moves 20 ft in a move action and your ennemy is 30 feet away, you must use two move actions. A full round is either a move and an attack, two moves, or in some cases multiple attacks if your characters has two weapons readied or if your character has high enough attack bonus to allows multiple attacks. If you decide to attack, you must roll a dice 20. After the result of the dice, add your base attack bonus (which is one for the moment) and your strength modifier (if you attack with a melee weapon) or your dexterity modifier (if you attack with a ranged weapon). Depending on your foe's Armor Class, you might hit or not. A rolled 1 is always considered a failure, whatever weapon or modifiers you have, and some DMs have different ways to interpret a failed roll. In this case, Omega decided that the drunken guy dropped his weapon towards me, which would hit me. On the opposite, if you roll a 20, it is considered a critical threat. During a critical threat, you reroll your attack roll. Depending if you hit him with the second roll, you do a critical attack, and if you fail at your second roll, you still get him, but you don't do extra damage.
If your attack is successful, you undergo a damage roll. The roll is determined by your weapon. A ******* sword damage is a dice 10, while a greatsword is two dices 6, and a dagger is dice 4. When doing damage roll, you roll your weapon's damage dice, then you add your strength modifier. You add 1-1/2 strength modifier for weapons held in two hands, like a greatsword or a ******* sword in some cases, or 1/2 damage strength modifier when striking with an off-hand weapon. That's the basics, special actions might come as you take some feats or gain levels. If you have any question, feel free to PM me. |
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| Ragnorra | Mar 2 2011, 11:58 PM Post #273 |
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That said, at the moment, you just heard a scream from a trapdoor down below. What do you do? |
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| SCComega | Mar 3 2011, 12:00 AM Post #274 |
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Random kitsune.
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And that said, the DM is considering pulling a move to force all five of the main characters down to the cellars. I've had time to think for once. Though I must say, would you prefer one sorcerer or five? |
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| Ragnorra | Mar 3 2011, 12:08 AM Post #275 |
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300. And a half. Though that raises the question, what forces me down rather then up. |
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| SCComega | Mar 3 2011, 12:13 AM Post #276 |
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Random kitsune.
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Do you want me to give you reason with those other bar patrons or should maybe your character take into account that possibility before it happens. And alright, three it is then. Oh and BTW congratz ragnoorra for your 666th post. |
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| Ragnorra | Mar 3 2011, 12:17 AM Post #277 |
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And then you made me ruin it by making another one. Tisk tisk. Also, yes you should provide a reason, because she will go up otherwise. |
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| SCComega | Mar 3 2011, 12:21 AM Post #278 |
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Random kitsune.
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Alright. Bunch of drunk guys with swords trying to do things to the succubus is on the list of things to do then. Meanwhile gonna wait for wolfe and lara to post before that. |
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| Ragnorra | Mar 3 2011, 12:28 AM Post #279 |
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Bunch of dead guys with swords, got it. |
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| Riffus Maximus | Mar 3 2011, 12:32 AM Post #280 |
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Nocturu's Wind of Change
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You can always call on me for that job, if you got a bit of money. |
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| Ragnorra | Mar 3 2011, 12:41 AM Post #281 |
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Nope, but Quilindra is confident in her ability to escape or kill her opponents. That and I have tumble. |
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| Riffus Maximus | Mar 3 2011, 12:54 AM Post #282 |
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Nocturu's Wind of Change
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I'd rather go with the escape instead of the killing part. I thought Quilindra tried her best to stay out of harm since she isn't much powerful at this moment? |
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| Ragnorra | Mar 3 2011, 12:57 AM Post #283 |
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It's more out of not wanting paladins and such hounding her. If she can kill them all without any witnesses she will. But she'll flee first if she sees an oppurtunity. If it's downstairs she will. But if she thinks she can et upstairs and out a window she'd favor that. |
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| SCComega | Mar 3 2011, 12:57 AM Post #284 |
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Random kitsune.
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Not to mention the high leveled characters in the room that you don't know about. At all. That I'm not going to have appear out of thin air or something. |
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| Ragnorra | Mar 3 2011, 01:01 AM Post #285 |
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Well given that Quilindra lacks the spell Detect Level, they could have always been there as long as they aren't good and level 10 or higher. |
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8:15 PM Jul 11