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PostPosted: Tue Nov 03, 2015 5:47 pm 
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Note: ALL MONTY PYTHON JOKES MUST BE DONE ON THE MAIN RP THREAD AND, IF POSSIBLE, IN-CHARACTER. Violators of this rule will be kicked from the game by my dad who is a real army man and he will take you to army jail.


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PostPosted: Wed Nov 04, 2015 3:45 pm 
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Words. With more words after them. How does lock picking / trap disarming work?


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PostPosted: Fri Nov 06, 2015 2:44 am 
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Huzzah! An official OoC thread! I was wondering when one of these would pop up.


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PostPosted: Fri Nov 06, 2015 2:51 am 
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I didn't even know there was an OOC thread.

Lockpicking or disabling a trap falls under a Thievery skill check. You roll 1d20 and add your Thievery modifier (which is your Dex bonus, plus one-half your level rounded down, plus 5 if you're trained, plus any incidental or circumstantial modifiers that may apply).

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YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
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PostPosted: Fri Nov 06, 2015 3:56 am 
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Is there a way to determine the level of the thing you're attempting prior to attempting? Or is it go for it and hope for the best?


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PostPosted: Fri Nov 06, 2015 4:36 am 
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I'm sure DCG would let you try to assess the complexity of the lock or trap with a Perception or Thievery check beforehand.

Don't think of it in a gamey sense, with obstacles and predefined solutions. There is no "level." Think of what your character would do in that situation, and then figure out the best way to represent that in-game.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Fri Nov 06, 2015 8:57 am 
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Do I trust my no traps roll of a 10?

Actually how does that work. Will a failed roll give a false positive or render a 'You are unable to tell' style result?


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PostPosted: Fri Nov 06, 2015 3:04 pm 
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Obligatory OOC post. Back to being a paladin!

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PostPosted: Fri Nov 06, 2015 6:16 pm 
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@Elijin: That's up to the DM. As a general rule, if you wonder how something is to be treated outside the rules, it's up to the DM. By the way, when you roll dice, you can put a spoiler block around the roll. You can also automatically add your modifier to the roll by inputing the die+your mod within the [dice][/dice] block. So for instance,
Urzamax rolled 1d1+1 and got a total of 2:
1

@GCM: Hurray, initiative rolls! Do you want us to do combat rolls in this thread, or in the game?


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PostPosted: Fri Nov 06, 2015 11:59 pm 
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Initiative


Let's see if that worked.

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PostPosted: Sat Nov 07, 2015 12:00 am 
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Sweet it worked. Also I'm assuming that since my modifier is negative for my Dex, it counts against my roll. So I got a 0 for it.

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PostPosted: Sat Nov 07, 2015 12:10 am 
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Hahahahahahahahahahahahahahahahaha. Is that even a thing? Oh man.

Anyway, when you're done stepping in gelatin cubes and all, can someone explain what happened back there? Did you take 9 acid damage, or do you need to roll that against something? Isnt 9 damage like a good third of your health? :/


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PostPosted: Sat Nov 07, 2015 12:53 am 
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Well, it says vs Fortitude. I guess I get a saving throw (first time encountering this for me).

If I fail it, then I take acid dmg. Can anyone clarify that?

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PostPosted: Sat Nov 07, 2015 12:57 am 
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Im not sure because when I was making my character DCG said 4E doesnt do saving rolls, it just counts as armour class bonuses. I think? Maybe Im misremembering.


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PostPosted: Sat Nov 07, 2015 1:01 am 
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Hm. Perhaps the roll was to beat my fortitude then. In that case... *Looks at his sheet.*

My fortitude is at 15.

So, best I can do is wait for someone to weigh in on this.

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PostPosted: Sat Nov 07, 2015 1:29 am 
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Correct, it made an attack roll against your Fortitude score. Since your Fort is 15, it missed.

DCG, what's happening to John now?

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Sat Nov 07, 2015 2:02 am 
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Thanks chi. Appreciate it. Also, in regards to my initiative roll, was I correct to factor in the -1 that I have with my Dex modifier?

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PostPosted: Sat Nov 07, 2015 2:20 am 
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Yeah, you add the modifier even if it's negative.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Sat Nov 07, 2015 9:11 am 
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So Im guessing I get the first move for the entirety of this encounter, and KoD gets the last move, with everyone else in between somewhere?


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PostPosted: Sat Nov 07, 2015 10:26 am 
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Yes, unless the ooze rolls a nat 20 for initiative or something.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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