[5E D&D] VOIVODJA - Vampires in Wonderland

For completed/abandoned Mish Mash Games.
the worst
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Post Post #50  (ISO)  » Sun Aug 12, 2018 8:35 pm

clicky clicky



edit: so happy I pagetopped this lmaooo
Last edited by The Pale King on Wed Aug 15, 2018 9:26 pm, edited 1 time in total.
"He's very bad at quacking. Possibly even the worst."
- vonflare, presumably on someone else

Klazam
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Post Post #51  (ISO)  » Sun Aug 12, 2018 8:41 pm

Same here.

Up to TPK then

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Post Post #52  (ISO)  » Sun Aug 12, 2018 9:02 pm

gonna preroll to jam with TPK when he's back on. if we go with 4d6-1 I'm alg, otherwise please disregard the fourth roll in each of these.......

Spoiler:
Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (3, 2, 5, 3) = 13

Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (3, 3, 5, 5) = 16

Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (3, 4, 5, 4) = 16

Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (5, 3, 3, 5) = 16

Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (3, 1, 3, 1) = 8

Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (4, 4, 6, 2) = 16
"He's very bad at quacking. Possibly even the worst."
- vonflare, presumably on someone else

The Pale King
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Post Post #53  (ISO)  » Sun Aug 12, 2018 9:20 pm

Please spoil dice tags in the future. And try not to metagame by observing others' rolls... I was going to ask people to do it via PM but this is fine, honestly.
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Post Post #54  (ISO)  » Sun Aug 12, 2018 9:33 pm

OH...... okay. Fair call. Sorry.
"He's very bad at quacking. Possibly even the worst."
- vonflare, presumably on someone else

skitter30
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Post Post #55  (ISO)  » Sun Aug 12, 2018 9:37 pm

How do i use the dice tags?

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Post Post #56  (ISO)  » Sun Aug 12, 2018 9:41 pm

PMed TPK with my rolls..

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Post Post #57  (ISO)  » Sun Aug 12, 2018 9:41 pm

[dice]4d6[/dice

Basically

skitter30
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Post Post #58  (ISO)  » Sun Aug 12, 2018 9:46 pm

Thanks; i pm'd tpk!

I wasnt sure about the syntax

The Pale King
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Post Post #59  (ISO)  » Sun Aug 12, 2018 10:37 pm

SOME NOTES FOR CREATING CHARACTERS AT 5TH LEVEL:

If you're like Klazam and you're trying to be an overachiever, you may have noticed that your HP seems lower than you may think. When rolling stats and HP for a character starting after level 1, there's some nuance, or at least some extra steps, that may be confusing if you've never done it before. I'll use a Fighter as an example, but please adapt these instructions to your class. Class info can be found here (Roll20 compendium).

The person who wrote the Fighter page wrote:Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

"Hit Dice" are what you use to recover HP while we're playing. Don't worry about those.

At 1st level, you get the maximum number of HP (usually) + your Constitution modifier. Let's suppose my Fighter has a +2 Constitution modifier, or CONmod for short (total at 1st level: 12 HP). I would then roll 4d10 and add that to my 1st level HP (new total, let's say I got all 6's: 12+24=36), than I would also add my CONmod for every level, in this case 4 x 2 = 8, for a final total of:

121st level HP + 24levels 2-5 HP + 8CONmod HP bonus = 44 HP

Right where it says "Hit Points at Higher Levels" it gives you the option of rolling the d10 for every Fighter level or taking the average of 6. In this example, I took the average, and the HP turned out not-awful. That's what the average option is for. Be sure to check your class page, because the dice you roll for HP is different for each class (mostly), and so the average will be different as well. If you want to roll HP, let me know and I can help.

That's all for HP. As for stats, if you look on the class pages, you'll find every class has a level-up table. I'm (99%) sure all classes get an "Ability Score Improvement" at 4th level. I believe the text of this is exactly the same as well, but I can check (or if you could check and let me know if yours is different or at a different level, that'd be great):

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

The reason all this matters: I've already discussed this with Klazam, but I'm ruling that feats are available as a replacement for "Ability Score Improvement" as per an optional rule in 5th Edition. If you like your stats and don't think they need improvement (...some of you may be better off improving your stats from what I saw in the PMs where you rolled them recently...) you may opt to select a feat from this list, which I am fairly confident is complete. BE SURE TO CHECK ANY PREREQUISITES FOR A FEAT YOU WANT - many are limited to certain races or classes, and I will check every one you try and claim. Talk to me about them before you select them either way, honestly, it just makes for a better process. Also, there are 3 feats on that list that I'm banning from our game. If you want specifics on why, I have good reason and I'll discuss it if you like, but if you don't care about that just know that you cannot take the Alert, Lucky, or Mobile feats.

Remember, that if you glossed over that last paragraph or don't want to take a feat at 4th level, bump one stat by +2 or two stats by +1. It can only help. :)

As always, let me know if you have any questions. That turned out a lot longer than I thought it would.
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Post Post #60  (ISO)  » Fri Aug 17, 2018 12:12 am

Apparently people assumed this would be run entirely on Mish Mash rather than... you know, asking about that in-thread? I don't think I implied that anywhere, and I'm disappointed some people may have walked away after assuming that was the case.

This will be run using a combination of Roll20.net and Discord, as appropriate.

I'll talk about that more tomorrow with the players already involved in our session 0.

Remember: if you're reading this, the game is designed from the ground up to be easy to jump in and out of as RL permits/demands. Always room for more people, even if I have to split into 2 parties.
ThE LAnD OF uNReASOn
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ThE HaTTer anD tHe HArE

The Pale King
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Post Post #61  (ISO)  » Fri Aug 17, 2018 2:25 pm

Session 0 in (expired on 2018-08-17 18:00:00)

If you’re just now reading through the thread: we will not be using any voice for the group sessions, but if it’s worked out with me it might happen for smaller sessions. I intended for this to be almost exclusively text-based (with some visual elements and optional soundtracking) to accommodate players who may have lower-tier hardware or living situations that make voice games difficult. This had the unintended side effect of being friendly to deaf/hard of hearing players, and works well with times/timezones that’re either too early or too late for voice.
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Post Post #62  (ISO)  » Fri Aug 24, 2018 4:44 pm

Session 2 starting in (expired on 2018-08-24 18:00:00)
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