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A battle Stadium for literate roleplayers. 

Tags: Literate, Fighting, Battle, Arena, Levi 

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Akemi Mercuraki

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PostPosted: Sat Jul 04, 2009 9:33 am


If you guys start loading up the treasure I may ironically become the fast one because no matter how much my character carries he can't be slowed down by that kind of thing.
PostPosted: Sat Jul 04, 2009 11:37 am


Ammiel Moonblade
I doubt we'll need that much carrying power for treasure / siege weapons / furniture / etc. this early on.

Perhaps you won't, but my character makes basic ranged attacks with a ballista.


themightyjello


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PostPosted: Sat Jul 04, 2009 12:21 pm


Akemi Mercuraki
If you guys start loading up the treasure I may ironically become the fast one because no matter how much my character carries he can't be slowed down by that kind of thing.


As long as you're not carrying more than your Strength Score x 10, that is. Unless you're packing the ritual for Tenser's Floating Disk or something.

Or is there something I don't know about for your Race/Class/etc?

[EDIT] We'll I'll be darned, the Dwarves are lucky buggers in 4e. I suppose they had to make up some reason to not penalize them further than their already slow move speed.

Viva la pack mule!
PostPosted: Sat Jul 04, 2009 2:17 pm


I should totally have had my character dragging around a catapult. It'd make sense... kinda...


I did, once, have the idea in 3.5 to attempt making an archer who had a siege weapon and would have to stop, set it up, and then start shooting. It'd be like those army guys who have to set up a mounted minigun behind cover or something.


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PostPosted: Sat Jul 04, 2009 4:29 pm


I suppose it's my turn to share Character Info:

Edwyn Skytt (Ed-Win Sky-Tt), Level 1 Human Rogue

Equipment:

Dagger x2 (1 main, 1 backup)
Short Sword x2 (Again, 1 main, 1 backup)
Hand Crossbow x2 (1 main, 1 backup, echo echo echo...)
Shurkien x 20 (For all your random ninja needs)
Sling with 20 Bullets (Because I'm proficient with it)
40 Crossbow Bolts (20 per Crossbow in case I wanna rock the dual hand crossbow mojo)
Thieves Tools (Duh)
Climbers Kit (Duh again)
Standard Adventurers Kit (Duh again. Hey, this game is fun!)
Rope, Silk (50 Ft) (Because 100 Feet of Rope is always useful)
Lantern (Duh to the 4th Power)
Lute (So I can go Furi Kuri Medieval style on yon asses razz )
Quarterstaff (Because they dont have 10 Ft. Poles in 4e crying )
Wine Bottle x4 (Because I can)
4 GP (Because unless I feel like having 2 extra sunrods, buying much else would be redundant redundant.)

[EDIT] And Leather Armor (Because you guys apparently think I'm stupid enough to forget it unless I clearly state otherwise xd ) [END EDIT]

Total Weight: 89/130

Yes that is a lot of s**t, but I'm of the mentality that if you have more than loose change after purchasing starting equipment then you are severely under prepared. whee
PostPosted: Sat Jul 04, 2009 4:40 pm


What about armor?


themightyjello


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PostPosted: Sat Jul 04, 2009 4:59 pm


I don't even remember the last time I kept track of weight.

As a DM I always just looked at how much people were carrying and if they were weak, average, strong, or epic-strong, and determined in my head if it seemed like it'd bother them or not.

Weight was one of those rules I just felt like was too much effort to be worth it's use.
PostPosted: Sat Jul 04, 2009 6:53 pm


themightyjello
What about armor?


Wearing it. Leather for a +2 Bonus with no penalties. I figured you'd all assume I wasn't a complete idiot who went into a dungeon stark nekkid. xd It's even calculated in the weight tally.

Psychofish
I don't even remember the last time I kept track of weight.

As a DM I always just looked at how much people were carrying and if they were weak, average, strong, or epic-strong, and determined in my head if it seemed like it'd bother them or not.

Weight was one of those rules I just felt like was too much effort to be worth it's use.


Psh. It takes all of 15 seconds to figure out the amount weight a character can carry, if that. And I know that we kinda threw reality out the window when we started throwing fireballs and the like, but I think it's a valid rule (if not annoying as hell sometimes.)

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themightyjello


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PostPosted: Sat Jul 04, 2009 7:13 pm


I was just wondering if somehow your dex was already too high to benefit from leather armor, considering you listed weapons on your equipment but no armor.
PostPosted: Sun Jul 05, 2009 1:40 am


themightyjello
I was just wondering if somehow your dex was already too high to benefit from leather armor, considering you listed weapons on your equipment but no armor.


Nah, that doesn't really come into play unless I take proficiencies in higher levels of armor, I'm pretty sure. Cloth and Leather Armor give no penalties in 4e as far as the chart in the book is concerned (assuming I'm reading it right but having a - in the slots where that information is normally stored is a good giveaway. smile )

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themightyjello


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PostPosted: Sun Jul 05, 2009 2:11 am


Yeah, that's right. No and Light armor let you use dex or int bonus to AC.
PostPosted: Sun Jul 05, 2009 8:06 am


It becomes much harder to track when you have a party full of loopy kleptos.

Psychofish

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Chen Ning

PostPosted: Sun Jul 05, 2009 8:37 am


(Vintrict here)

Actually, Charisma can be used in combat. This was debated a lot over at Giants in the Playground and it's become a common thing that if your character can take initiative in combat, they can influence the enemy to their terms with the right choices. In addition, even inside combat, a charismatic character can easily either distract the enemy or try to use verbal actions. A lot people don't realize that being able to speak in combat can be pretty powerful. I heard of this one story where a bard was telling a riddle in combat while the party was fighting a dragon, and the dragon was having to try to solve the riddle due to his confidence in being smart and fighting.

Diplomacy can be battle-ready, with the DM's discretion of course. Usually, if you're witty, the DM doesn't mind it. In fact, it's encouraged to think outside the rules a bit when it comes to social-related skills to give people with no fighting skills a little more power.
PostPosted: Sun Jul 05, 2009 10:06 am


Psychofish
It becomes much harder to track when you have a party full of loopy kleptos.


You know you love us razz

Chen Ning
Actually, Charisma can be used in combat. This was debated a lot over at Giants in the Playground and it's become a common thing that if your character can take initiative in combat, they can influence the enemy to their terms with the right choices. In addition, even inside combat, a charismatic character can easily either distract the enemy or try to use verbal actions. A lot people don't realize that being able to speak in combat can be pretty powerful. I heard of this one story where a bard was telling a riddle in combat while the party was fighting a dragon, and the dragon was having to try to solve the riddle due to his confidence in being smart and fighting.

Diplomacy can be battle-ready, with the DM's discretion of course. Usually, if you're witty, the DM doesn't mind it. In fact, it's encouraged to think outside the rules a bit when it comes to social-related skills to give people with no fighting skills a little more power.


Well, Bluff is used for feinting if I'm not mistaken, and then using Intimidate in battle can give you an extra advantage if you render the opponent shaken. Also, I know a friend who likes to use Charisma for seduction purposes (and generally tends to use it to great advantage in combat xd )

Epicness on the part of the Bard! Kinda make's me wish I had thought that up a few times (never been a Bard though, so that could explain it.)

Sutiiven

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PostPosted: Sun Jul 05, 2009 11:02 am


Chen Ning
Diplomacy can be battle-ready, with the DM's discretion of course.

Rules say it takes 1 minute to influence someone with Diplomacy unless you used it rushed, which the rules are for in the epic handbook (referring to 3e here). Bluff is useful for a distraction when you need to knock off that dex bonus or hide in combat, and intimidate can make something or somethings shaken. Other than that you're just talking about a circumstance bonus for confusing or distracting the enemy... both of which are basically what the feint mechanic was referring to.

Within the rules though, there aren't many uses for talking skill checks or charisma checks in a combat situation, and it would have been nice to see some type of 'combat distraction' thing in there alongside the strength-based grapple, strength-based trip, strength-based bull-rush, strength-based overrun, attack-based disarm, etc.
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