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PostPosted: Wed Oct 08, 2014 9:42 am 
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On that note. I kinda forgot about having to change prepared spells after a long rest.

Any chance of adjusting it before things start happening? Even if it's just one! But no worries either way...this is how you learn right?

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PostPosted: Wed Oct 08, 2014 9:44 am 
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I'm in the same boat. Either way. Joab won't use a level 1 unless he has to anyway because he is scared to lose control.


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PostPosted: Wed Oct 08, 2014 9:55 am 
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It's no biggie really. Realised I should have changed from travel spells I had lined up at the start, to more helpful/combat based perhaps.

Maybe a cave full of goblins will help Joab lose control? :)

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PostPosted: Wed Oct 08, 2014 1:17 pm 
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What is our marching order now? Joab is first - are we going to just make a train behind him with hand on shoulders or clutching clothing?


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PostPosted: Wed Oct 08, 2014 4:50 pm 
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Yes you may adjust your spell list now. Obviously anything you have already cast remains used up. I probably should have posted a reminder about this myself somewhere along the way.

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PostPosted: Wed Oct 08, 2014 5:23 pm 
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Marching order: Joab, Booker and Argun, then Vaeca, Sandal and Lee (unless anyone wants to do it another way?)

Also: Garren, how much rope did I have to use to tie up the Goblin?

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PostPosted: Wed Oct 08, 2014 5:39 pm 
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I don't think this plan is going to work :(

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PostPosted: Wed Oct 08, 2014 5:42 pm 
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LordFluffy wrote:
Also: Garren, how much rope did I have to use to tie up the Goblin?


Depends how exactly you want to tie him up. For arguments sake couple of feet.

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PostPosted: Wed Oct 08, 2014 5:45 pm 
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Thanks. Will adjust on character sheet. Mine slots are still full, only cast one cantrip after the long rest we had camping. I'm getting my head around it as we go through it...

Marching order sounds right to me. This plan seems like it's a million-to-one shot. It's got to work! They just have to work together and take advantage of team work against numbers!

edit: tie him up with enough rope where he won't escape! lol

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PostPosted: Wed Oct 08, 2014 5:47 pm 
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Joab is confident, guys. don't worry about a thing.

(He is going to die.)

Help me out with Sorc spells. If I read correctly, I can only change spells when I level, right?


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PostPosted: Wed Oct 08, 2014 5:53 pm 
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Yeah Sorcs don't get the option to change spells when resting. Each time you level up however you can swap out a spell you know for any other spell you could potentially cast.

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PostPosted: Wed Oct 08, 2014 6:15 pm 
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Wow! Sandal is probably my best character. Well I like them all, and I am kind of missing Jason. Nothing like a suicidal insane priest to cheer me up!

But it is certainly very funny to RP him. And people don't know yet what I have in mind later for him. :rofl:


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PostPosted: Wed Oct 08, 2014 6:18 pm 
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Haha. It is interesting that's for sure.

Unfortunately my work comp (none at home at the moment either) decided to die today. Might be the harddrive. Hoping I get it back soon. Had to come somewhere else to use a computer. We're just getting to the action! Will be getting on but not sitting online all day like I normally am at work...

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PostPosted: Wed Oct 08, 2014 6:24 pm 
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...and now I have to figure out the logistics or directing a group through a dungeon when only one of them can see. Yay?

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PostPosted: Wed Oct 08, 2014 6:48 pm 
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If the DM goes crazy, we win, right?


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PostPosted: Thu Oct 09, 2014 10:16 am 
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How seamlessly can I (and the goblins) switch between darkvision and regular vision? Will Joab be temporarily blinded by the switch? If so, he assumes that the goblins will be as well.


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PostPosted: Thu Oct 09, 2014 5:39 pm 
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You know that's a damned fine question. One I really wish I knew the answer too. While it makes perfect sense for a darkvision'ed creature to be extra sensitive to the light I'm actually just going to hand wave it here as 'you are fine with an immediate change in ambient illumination levels'. So you can't stun the goblins but you can't be stunned either.

Unless it's like daylight spell or something huge like that. Then I may change my mind.

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PostPosted: Thu Oct 09, 2014 5:53 pm 
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I watched a 5e podcast the other day where the whole party had darkvision and lit torches. I think there was a moments blinking but nothing that impacted much, but I don't think they were in a battle either at that point. So that doesn't help.

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PostPosted: Thu Oct 09, 2014 10:52 pm 
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I don't think darkvision works like some kind of thermal goggles, where you have switch between it and normal vision mode. I think you just can see things even with no light, like we can with normal light.

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PostPosted: Fri Oct 10, 2014 6:30 am 
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Not exactly, the rules says you see everything in shades of gray and as dim light in a total dark environment. And dim light as bright light. Still in past editions, there was a shock with the change, the same as the human eye when there is a change from a darkness ambient to a light one. Note that the human eye is not tuned to darkness, so it is reasonable that this effect would be greater for creatures using darkvision.

I just noticed that dim light does not impose a reduction in your to-hit chance, just your perception as disadvantage. Interesting.


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