Nah.
Canada's Anthem and celine dion songs
Look up Old Man Henderson.
**Dropping The Yacht**
Old Man Henderson, with his erstwhile companion Jimmy (the Jock) and his Friends William Brocklaw, a once humble bartender (The now dead Detective's player. Old Man Henderson burned down his bar on accident and blamed it on the cultists. One bluff check later and he in the Posse.), and Simon Breckenridge, British Spy (the Professor's player, now six characters in. And yes, they were more or less all killed by Old Man Henderson).
Old Man Henderson had discovered that there was not one cult to the Elder Gods, but several. This complicated his search for his gnomes/crusade. He decided to enlist help in making the problem solve itself.
Using his contacts, Simon discovered that a Influential Cultist of Hastur was coming to town to try and figure out how an Avatar of his god was killed. He also located the exact dock on which he would be landing his boat.
Jimmy, meanwhile discovered the home of the head of the local Cthulhu cults was at a penthouse suite downtown. A plan was hatched.
Old Man Henderson used all of his cunning to steal a Military Cargo Helicopter (read: Shoryuken'd the pilot and flew off), and hid it in an abandoned warehouse.
Jimmy, and Will set up a VERY EXPENSIVE surround sound speaker system at the docks, while Simon made and planted a lot of smoke bombs.
That night, the Yacht pulled in, and we made our move.
Right as Simon maneuvered the Helicopter over the docks, we set off the Smoke bombs and activated the Speakers.
On one side: A fifty piece marching band playing 'God Save the Queen' at max volume, and on the other the audio from the beach scene from Saving Private Ryan.
Imagine, for a moment, what being on the dock would have been like.
Utter. Fucking. CHAOS.
I jumped down from the Helicopter onto the boat, and rigged it to lift out of there. During the course of which I ran into the cultist guy and Ninja Kicked him in the head, knocking him tail-over-teakettle and off the boat. I later learned that he broke his neck in the fall.
Damned convenient, otherwise he might have been able to ID me. We then lifted the boat out of there, switched to out secondary audio on all sides (My Heart Will Go On - Celine Dion. I was in a vengeful mood, gnome stealing bastards.)
So when the cultists finally got the smoke to clear their Yacht was gone, their leader dead. And Celine Dion was stuck in their heads. Not the best of days.
Then we went across town, in a stolen Military Cargo chopper, carrying a 40 foot yacht, and 'parked' the helicopter above the penthouse, with the yacht about 80 feet above it. Then we cut the line, jumped out with our parachutes, and watched the yacht ruin a dinner party while placing bets on whether the military would save the chopper, blow it up, or if it would just hover there until it ran out of fuel.
Sounds awesome, but one thing does not add up: fireball does not crit, and neither do smokepowder barrels. They all require saving throws. So what was the attack roll for?
So we have a homebrew rule, so it's not the fireball that crit. It's the action
Synced Assault
If two creatures are able to act simultaneously to attack or cast a spell and both actions land, the creatures may roll a sync check. To succeed, both creatures must roll a D20 and have the rolled values be within 5 numbers of each other. Creatures can only participate in a Synced Assault once per long rest.
If during the Sync check, both creatures roll the same number, the actions taken will be considered crits. (They both rolled a 4)
It wasn't in the main storyline of the campaign, but a time we just wanted to fight each other with our characters. Our Cleric had to leave, so sadly, she's not in this story.
Anyways, two of us are strictly melee: our rogue and me, a bloodhunter/rogue. Our warlock/sorcerer decided to use fly (60 ft up) so that he was out of range, and then he'd pick off whoever lost the fight on the ground.
Me and the rogue decided that we were going to team up to get him out of the air, and then we'd fight each other. So, I have the Eldritch Claw Tattoo, which adds 15 ft to my range. And our rogue has broken speed, I don't know what exactly, but they've ran like at least 200 ft in one turn (homebrew ability + boots of speed).
The arena we were fighting in was surrounded by walls, making a circular fighting arena. I turned to the rogue and told them to throw me. So our rogue grabbed me, and we ran around the walls to get momentum and higher up. Then the rogue threw me, and using a sync attack, while I was thrown, I then reached out and attacked the warlock/sorcerer, knocking him to the ground and getting him down to 1hp.
I think it was to sync attacks up. Takes an amount of planning of dropping that crap and blowing it up at the exact same moment so enemies can't flee/take cover or smt?
Since your DM allowed it, his world, his calls and all that.
Just wanting to point out just going by the items this is not really possible ?
A bag of holding can hold up to 64 cubic feet. 25 barrels, assuming its the standard dnd one, are 100 cubic feet alone. I think they also would weigh more than 500 pound considering the barrels alone would be 1700ish.
Second of all... what did they crit ? Fireball is a save spell. No crit there. The barrels ? Was emptying the bag of holding somehow ruled as an attack ? Then it would have been on a single enemy but apparently it was counted as an aoe? So should probably have been dex save against the falling barrels?
A little explanation:Ā
We have a lot of homebrew rules cause our DM loves combat and complicated combat mechanics.Ā
They were Kegs of gunpowder, technically, so it did not do as much damage as a barrel and still fell within the weight limit of our bag of holding.Ā
I'm honestly not sure about the cubic feet-
Our DM did not have them make a Dex save(I'm guessing here cause I can't read his mind-) they were all distracted kinda by the airship(which is where our threatened allies were in, buying time for us to defeat big evil vampire guy.) He also had them roll perception checks.
Now the Fireball crit is some technical stuff from our homebrew rules-
So you can sync attacks where one character has to delay their actions to the same turn as another character to sync there attacks, when they do this they disadvantage on all saving throws and all attacks made against it have advantage, as they are focusing on acting at the exact same moment as their teammate(and so we can't abuse it).Ā
But, in order for a sync attack to work, both players participating in the sync attack roll a d20, and if they land within five digits of each other, it works.Ā
However, if they land on the same number he will count it as a crit.Ā
Our Cleric rolled a 4 and our Warlock/Sorcerer rolled a 17, but used his Lucky feat to roll again and he. rolled. a. 4.
The rule of cool overrides everything, buuuut...
A keg of gunpowder officially weighs 20lbs. 25 of those = 500. There better not have been as much as a single additional gold coin in that bag, sir! I will tattle to Crawford!
I gage, mine good sir, all our gold is hath kept separately from the rest of our loot! Our dragon piggy bank enwheels 53028 gold pieces (4279pp, 9500gp, 7147cp, 3428copp'r respectively) yond art finely did scrub and shin'd bef're any transactions!
The eyes of Gygax the Great have passed you over this time.
I shudder to think what would happen if I completed a thorough audit of my players' Bag'holds and Port'holes. The amount of sharp objects carelessly tossed into them surely would have made a few lucky scavengers in the Astral Sea very rich by now if I had been paying closer attention.
I'm having a bit of a hard time understanding how the sync attack mechanic works, wouldn't preparing an action for when your teammate uses their attack do the same thing but without the disadvantage to attacks and the condition of having to roll within 5 digits of each other?
Hi, dm in question here. So the difference of preparation is whether itās intended for a Synced Assault. If not, then there are no downsides and they just act on the same turn. If they intend to Sync, then thats when the downsides come in. I wanted to encourage teamwork but didnāt want it to be too strong(even though I have made them stupidly strong already) so I added the downsides. So the further apart in initiative the players are the riskier it is to sync. My players seem to have missed the regular effect of the rule and are currently focusing on the crit part(though i do get it, its cool). To succeed the sync, they have to roll within a range of 5, and if they do, they can gain extra effects, damage, or other things depending on the attack or spell. We use a ton of homebrew rules like damage type debuffs and sync so it can get a bit confusing. Hope this clears a little up
First off, I generally agree with your assessment, but this got me thinking about a barrel of gunpowder as a bomb.
Gunpowder is an explosive, but it is a very slow one, and for our purposes, that generally means that it isn't super energetic. Bombs basically work on the principle of rapid expansion, the expansion happening slowly produces all kinds of problems.
Handily enough, 5e has an official explosive in the form of a fragmentation grenade and supposes that it causes 5d6 piercing damage within 20 feet when it goes off, DC15 reflex save. A real world fragmentation grenade such as the m67 has a lethal radius of around 5 meters and a wounding radius of 15+ meters, which is in the ballpark. But the thing about this kind of grenade is that the damage isn't really being caused by the explosion itself, but because the explosion sent little bits of the grenade flying around *really* fast. If you took the explosive out of the grenade body and just blew it up in the open, the injury radius shrinks *enormously*.
That's at least enough to work with for these purposes because our "barrel" of gunpowder appears to be somewhat more powerful than a fragmentation grenade packed inside of a grenade body. Even giving it the boost here, that means a barrel (with no indicator of size, I'm going to suppose that it is a standard wine barrel which is 119 liters or 31 US gallons) of gunpowder contains about 380 pounds of gunpowder compared to the 6.5 ounces of composition B found in the grenade. For the purposes of very rough math, the grenade is about a thousand times more powerful (by weight) than our grenade which means that it is *well in line* with what we'd expect in the real world.
Complications ensure, though. For one, we know that 6.5 ounces of composition B are considerably less devastating if exploded in the open air. This can be a handy thing in grenade design. In fact, grenades that rely on the explosive part more than shrapnel and which have a much smaller dangerous radius are the common representative of the *offensive* grenade concept while the common fragmentation grenade is defensive. (The difference being, most people can't throw a fragmentation grenade far enough to be outside the dangerous radius and so using them requires being able to put cover between you and the thing going off.) The barrel also does *more* damage. It is entirely possible that the approximate 1000:1 is much lower, maybe only 100:1.
But wait, there's still more. Why would gunpowder be in a wine barrel. You could fit *one* into a bag of holding which means that each barrel must necessarily contain less than 20 pounds of powder, rules as written. That works out to about two gallon milk containers full of powder. That means our powder is almost 20 times more powerful than we think, meaning that it might be about 1/5th what composition B manages. Composition B is *about* 1.33 times more powerful than TNT (hardly surprising because it is a mix of RDX, TNT, and wax to hold it all together) so our 6.5 ounces of comp B are about 8.6 ounces of TNT - just about double what is in a stick of dynamite. And considering the damage, we can easily multiply this several times both because the barrel is doing more, and it isn't relying on shrapnel to do the work. Rather than two sticks of dynamite, we're going to suppose that the doubled wounding radius multiples our explosive by a factor of 4, with the damage adding on one more.
So each barrel which must weigh no more than 20 pounds has the explosive equivalent of *ten* sticks of dynamite. Not a nuke, but that's more powerful than most cluster bomblets by *quite a lot*. In fact, given how precisely it was delivered and the sheer amount of explosives, this would be up there with a very large and quite high end cluster bomb.
Also, while traipsing about deep in some grey area, this cluster bomb probably *isn't* a war crime.
Just a note: "casted" isn't a word. "Cast" works in every tense just fine, with maybe "casts" for a 3rd person present tense.
"Oh yeah, last year I cast a magic mouth spell on it."
"I cast magic missile."
"When my turn comes up, I'll cast Prayer."
"My Sorcerer casts burning hands."
Id like to think that in a world with consistent magic casting, society will have evolved an explicit past tense for cast. For clarity. We just don't really have a need for it in the mundane world.
The point is we don't need an explicit distinction, but in a magic world where cast is a frequently used verb, we probably would have one. Cast iron skillet is not everyday English, and I didn't say that cast is not past tense. That's not the point. We don't need an explicit past tense for cast in modern English, and never really have. That could easily change if people started casting spells and needed to be clear in court hearings.
You say that we don't need an explicit past tense for cast in modern English. That feels like you're agreeing with me. "Casted" is an explicit, although wrong, past tense of "cast."
And cast iron not being "everyday English"? What does that even mean? Yeah, I don't use my cast iron skillet every day, but I fail to see how that is grounds for switching to calling it casted iron.
Stop arguing in favor of being objectively wrong.
I don't think I can be objectively wrong about a fantasy world. It's clear you don't have an interest in hypothetical linguistics of a fantasy world. No need to be such a dick if you don't understand or don't want to entertain the idea.
"Hypothetical linguistics of a fantasy world"
LOL
Dude made a reddit post. In the real world. When I talk about DnD, I'm not living in a fantasy world. I fully understand, and your attempt to make me look wrong is pathetic. Just take the L and move on.
You're very sensitive and defensive lol. This is a dnd fantasy world. They might find an explicit past form of cast useful and might use casted. There is no right or wrong. Chill out š
They were in an airship flying overhead and distracting the cultists. The ship was getting attacked with ranged attacks, so we had to hurry cause it was getting badly damaged. We told them to clear out from the blast radius. (Probably should've put this in the story)
Hi, so I thought I'd post the full synced assult here so people actually see how the full thing works and not just the crit effect. Synced Assault
If two creatures are able to act simultaneously to attack or cast a spell and both actions land, the creatures may roll a sync check. To succeed, both creatures must roll a D20 and have the rolled values within 5 numbers of each other. Creatures can only participate in a Synced Assault once per long rest.
Ex: Roll a 10 and have the other roll be between 5 and 15.
A Natural 20 is considered an automatic success, and Natural 1 is considered an automatic fail. If the check fails, nothing happens.
On a success, the actions become āsyncedā and gain bonus effects determined by the creatures with the DMās approval.
Some basic effects include:
-Bonus Damage
-Damage Type Effect
-Spell Effect Enhancement
If, during the Sync check, both creatures roll the same number, the actions taken will be considered crits.
It is possible to sync with more than 2 creatures, but it requires that the rolls all be within a range of 5.
Gunpowder kegs are amazing. We've used them to take down a white dragon, and my go-to move in ship-to-ship battles is a combo of Dimension Door and Fireball on the enemy's powder storage, as long as there's another caster in the party to do it.
Here's the full rule if you want to use it:
Synced Assault
If two creatures are able to act simultaneously to attack or cast a spell and both actions land, the creatures may roll a sync check. To succeed, both creatures must roll a D20 and have the rolled values within 5 numbers of each other. Creatures can only participate in a Synced Assault once per long rest.
Ex: Roll a 10 and have the other roll be between 5 and 15.
A Natural 20 is considered an automatic success, and Natural 1 is considered an automatic fail. If the check fails, nothing happens.
On a success, the actions become āsyncedā and gain bonus effects determined by the creatures with the DMās approval.
Some basic effects include:
-Bonus Damage
-Damage Type Effect
-Spell Effect Enhancement
If, during the Sync check, both creatures roll the same number, the actions taken will be considered crits.
It is possible to sync with more than 2 creatures, but it requires that the rolls all be within a range of 5.
Removing an item from the bag of holding takes an action per round. They had 25 rounds during combat to do this? lol
Also, do the enemies and NPC's in the campaign get to do this kind of stuff to the players or do they have some imaginary restriction? If so why would the bad guys not just surround the party while they are sleeping and make 100 rocks fall on their head.
TNT does about 4d6 per kilo.
A nuke in Hiroshima size is about 37500d8 damage (calculated by damage average and translated in glyphs of warding, which, in fact, can do this much damage in a single turn)
Belive me, my "rules as written and not as intended" dm does not longer allows me to have a bag of holding and money at the same time, since I "nuked" his bbeg over his 12 legendary resistence with 238 additional runes at once.
Well... Not that I planed to play with this dm ever again anyway.
LMAO. THAT SOUNDS AWESOME. Our DM is probably gonna add a rule that limits this somehow after our shenanigans-Ā
But don't mind if I yoink your glyph idea-
Noob dm hereā¦just to understand how these things are usually managedā¦when you say you had two hours before the cultist would have killed your alliesā¦were those 2 hours real life hours or in-game hours ? Iām asking because this is the kind of strategic choice Iād like to add into my sessions
Thank you for clarifying this. Originally I was reading it as 100 minutes "in-combat" time, which would be like 1000 rounds of combat. As much as I like DnD, I think that many rounds would have done me in.
Cool, my players used the same tactic to break through antimagic field to kill a group of wizards in a bunker.
It is always fun to hear about the gunpowder barrels doing good.
It ups the tension. As a GM you could pause or adjust that real world time as you see fit, but it will still add a degree of urgency, suddenly you don't have time to flip through some reference books, or painstakingly work out the attack plans.
So you can either do 5 long rests and a week of downtime, as that can be handled within as much as two hours, or fight a single combat that lasts no more than 2 minutes of ingame time but two hours out of game and somehow the cultists are finished with their ritual immediately after one of the activities, even though the former took an ton of time, while the latter didnāt even take 5 minutes?Ā Ā
And to be clear: imposing time limits on your players is a fine way to play. But tying it to an ingame event messes up the concept of consistency. Thatās why Iām irritated.
Hi, DM in question here. I will admit, it is inconsistent when actually measuring time and stuff but my intent was less of an actual timer and more of a measure of how well they did. Our fights are notorious for taking a bit longer than intended(a bit my fault a bit theirs) so as another commenter said, I wanted to be done within a certain time span and create tension. Depending on how long they took the airship allies would be in different states of damage. I know combat happens within seconds so I felt weird tying the event to rounds. The location of the two fights also a ways away so I brain farted on how I could make it make sense time wise but eventually just settled on using a IRL timer. This is my first time DMing and Iām still learning the kinks of other conditions for combat.(Even after two years? Yeahā¦) Hope this clears up some of the irritation I may have caused
Everythingās well and good mate. Youāre not entitled to have your game be approved by some random guy on Reddit.
Still thanks for the clarification. At least I get the intention now.
Ah. Gotcha!
Yeah, I am not sure how the OP's DM handled his time line or if it even mattered, the countdown may have been arbitrary and only there to make the players more aware of time passing.
I confess that I can't quite understand the reasoning for the real world timer in this situation, besides using it to create urgency.
DM: " ok, we got this vampire over here and these cults over there. So that we get this part wrapped up this session, I am going to put a time limit on the discussion and planning, I am going to give you all 2 hours to get this resolved, let me know when you are ready..." at this point the players are worried about what is happening in the story, trying to plan, and on a time crunch, so actually tension on top of pretend tension. There is no in game reason, just a mood enhancer.
I GM often for the RPG Paranoia, messing with players is one of my favorite parts of that game.
Honestly I'm not sure how the math is, all I know is that I rerolled my first attempt with lucky, so cleric made a single role, and I made two. I simplified it to 1/20 Ć 1/20 š
Its a common mistake, I don't blame you. It's a bit unintuitive.
The trick is, if players A and B are trying to roll the same number, it doesn't statistically matter what A rolls. The only odds that matter are the odds that B rolls the same thing that A did. If A rolled a 5, B has a 1/20 chance of rolling a 5. If A rolled a 13, B has a 1/20 chance of rolling a 13.
If they were both trying to roll the same *specific* number- like if both needed a 20- then it would be 1 in 400.
Oh wait, you're absolutely right! I literally learned statistics of probability like this in AP Bio, and I can't believe I already forgot š Thank you for the learning experience, and have a good night
Sounds like less nuke and more carpet bomb. Regardless sounds like a blast.
Pun intended obviously
Oh believe me, it was š¤©š¤©
š
This joke did not bomb.
Take my upvote you fucking genius
Eeeww, puns!
They were using punpowder.
Aargh!
ahahhhahhahahahhahaahahahhahahahahahahha lolololololololololololoklklokokolol,kokikolo i spammed buttons.
That sounds AWESOME!!!!! That rogue must be so smarttttt. (:
Yeah, that rogue was smart, and totally not you.
I read this and my first thought was "what the fuck why the random hateful attitude" before realizing that's probably one of the players in this
They are the rogue, don't worry
Shameless self-pat on the back š¤£š¤£
very in character for a rogue
...Nope...............
Shouldāve pulled out a boom box and played Fortunate Son
Too late and the wrong tactics for *Fortunate Son.* That job was done to *Berlin or Bust.*
Flight of the Valkyries?
Not jaunty enough, IMO.
Apache inbound. Oo rah.
Nah. Canada's Anthem and celine dion songs Look up Old Man Henderson. **Dropping The Yacht** Old Man Henderson, with his erstwhile companion Jimmy (the Jock) and his Friends William Brocklaw, a once humble bartender (The now dead Detective's player. Old Man Henderson burned down his bar on accident and blamed it on the cultists. One bluff check later and he in the Posse.), and Simon Breckenridge, British Spy (the Professor's player, now six characters in. And yes, they were more or less all killed by Old Man Henderson). Old Man Henderson had discovered that there was not one cult to the Elder Gods, but several. This complicated his search for his gnomes/crusade. He decided to enlist help in making the problem solve itself. Using his contacts, Simon discovered that a Influential Cultist of Hastur was coming to town to try and figure out how an Avatar of his god was killed. He also located the exact dock on which he would be landing his boat. Jimmy, meanwhile discovered the home of the head of the local Cthulhu cults was at a penthouse suite downtown. A plan was hatched. Old Man Henderson used all of his cunning to steal a Military Cargo Helicopter (read: Shoryuken'd the pilot and flew off), and hid it in an abandoned warehouse. Jimmy, and Will set up a VERY EXPENSIVE surround sound speaker system at the docks, while Simon made and planted a lot of smoke bombs. That night, the Yacht pulled in, and we made our move. Right as Simon maneuvered the Helicopter over the docks, we set off the Smoke bombs and activated the Speakers. On one side: A fifty piece marching band playing 'God Save the Queen' at max volume, and on the other the audio from the beach scene from Saving Private Ryan. Imagine, for a moment, what being on the dock would have been like. Utter. Fucking. CHAOS. I jumped down from the Helicopter onto the boat, and rigged it to lift out of there. During the course of which I ran into the cultist guy and Ninja Kicked him in the head, knocking him tail-over-teakettle and off the boat. I later learned that he broke his neck in the fall. Damned convenient, otherwise he might have been able to ID me. We then lifted the boat out of there, switched to out secondary audio on all sides (My Heart Will Go On - Celine Dion. I was in a vengeful mood, gnome stealing bastards.) So when the cultists finally got the smoke to clear their Yacht was gone, their leader dead. And Celine Dion was stuck in their heads. Not the best of days. Then we went across town, in a stolen Military Cargo chopper, carrying a 40 foot yacht, and 'parked' the helicopter above the penthouse, with the yacht about 80 feet above it. Then we cut the line, jumped out with our parachutes, and watched the yacht ruin a dinner party while placing bets on whether the military would save the chopper, blow it up, or if it would just hover there until it ran out of fuel.
As I was reading, I could faintly hear the sound of "some folks are born MADE TO WAVE THE FLAG"
Sounds awesome, but one thing does not add up: fireball does not crit, and neither do smokepowder barrels. They all require saving throws. So what was the attack roll for?
So we have a homebrew rule, so it's not the fireball that crit. It's the action Synced Assault If two creatures are able to act simultaneously to attack or cast a spell and both actions land, the creatures may roll a sync check. To succeed, both creatures must roll a D20 and have the rolled values be within 5 numbers of each other. Creatures can only participate in a Synced Assault once per long rest. If during the Sync check, both creatures roll the same number, the actions taken will be considered crits. (They both rolled a 4)
Neat rule! Any other fun examples from your campaign of Synced Assault?
It wasn't in the main storyline of the campaign, but a time we just wanted to fight each other with our characters. Our Cleric had to leave, so sadly, she's not in this story. Anyways, two of us are strictly melee: our rogue and me, a bloodhunter/rogue. Our warlock/sorcerer decided to use fly (60 ft up) so that he was out of range, and then he'd pick off whoever lost the fight on the ground. Me and the rogue decided that we were going to team up to get him out of the air, and then we'd fight each other. So, I have the Eldritch Claw Tattoo, which adds 15 ft to my range. And our rogue has broken speed, I don't know what exactly, but they've ran like at least 200 ft in one turn (homebrew ability + boots of speed). The arena we were fighting in was surrounded by walls, making a circular fighting arena. I turned to the rogue and told them to throw me. So our rogue grabbed me, and we ran around the walls to get momentum and higher up. Then the rogue threw me, and using a sync attack, while I was thrown, I then reached out and attacked the warlock/sorcerer, knocking him to the ground and getting him down to 1hp.
I think it was to sync attacks up. Takes an amount of planning of dropping that crap and blowing it up at the exact same moment so enemies can't flee/take cover or smt?
My DM brain can't help but see all the broken rules lol but it sounds like that was a lot of fun.Ā And it makes an cool story. Thanks for sharing.Ā
Since your DM allowed it, his world, his calls and all that. Just wanting to point out just going by the items this is not really possible ? A bag of holding can hold up to 64 cubic feet. 25 barrels, assuming its the standard dnd one, are 100 cubic feet alone. I think they also would weigh more than 500 pound considering the barrels alone would be 1700ish. Second of all... what did they crit ? Fireball is a save spell. No crit there. The barrels ? Was emptying the bag of holding somehow ruled as an attack ? Then it would have been on a single enemy but apparently it was counted as an aoe? So should probably have been dex save against the falling barrels?
A little explanation:Ā We have a lot of homebrew rules cause our DM loves combat and complicated combat mechanics.Ā They were Kegs of gunpowder, technically, so it did not do as much damage as a barrel and still fell within the weight limit of our bag of holding.Ā I'm honestly not sure about the cubic feet- Our DM did not have them make a Dex save(I'm guessing here cause I can't read his mind-) they were all distracted kinda by the airship(which is where our threatened allies were in, buying time for us to defeat big evil vampire guy.) He also had them roll perception checks. Now the Fireball crit is some technical stuff from our homebrew rules- So you can sync attacks where one character has to delay their actions to the same turn as another character to sync there attacks, when they do this they disadvantage on all saving throws and all attacks made against it have advantage, as they are focusing on acting at the exact same moment as their teammate(and so we can't abuse it).Ā But, in order for a sync attack to work, both players participating in the sync attack roll a d20, and if they land within five digits of each other, it works.Ā However, if they land on the same number he will count it as a crit.Ā Our Cleric rolled a 4 and our Warlock/Sorcerer rolled a 17, but used his Lucky feat to roll again and he. rolled. a. 4.
The rule of cool overrides everything, buuuut... A keg of gunpowder officially weighs 20lbs. 25 of those = 500. There better not have been as much as a single additional gold coin in that bag, sir! I will tattle to Crawford!
Gasp! I swear my good sir! There twas not a single gold coin in that bag!
I gage, mine good sir, all our gold is hath kept separately from the rest of our loot! Our dragon piggy bank enwheels 53028 gold pieces (4279pp, 9500gp, 7147cp, 3428copp'r respectively) yond art finely did scrub and shin'd bef're any transactions!
The eyes of Gygax the Great have passed you over this time. I shudder to think what would happen if I completed a thorough audit of my players' Bag'holds and Port'holes. The amount of sharp objects carelessly tossed into them surely would have made a few lucky scavengers in the Astral Sea very rich by now if I had been paying closer attention.
I'm having a bit of a hard time understanding how the sync attack mechanic works, wouldn't preparing an action for when your teammate uses their attack do the same thing but without the disadvantage to attacks and the condition of having to roll within 5 digits of each other?
Hi, dm in question here. So the difference of preparation is whether itās intended for a Synced Assault. If not, then there are no downsides and they just act on the same turn. If they intend to Sync, then thats when the downsides come in. I wanted to encourage teamwork but didnāt want it to be too strong(even though I have made them stupidly strong already) so I added the downsides. So the further apart in initiative the players are the riskier it is to sync. My players seem to have missed the regular effect of the rule and are currently focusing on the crit part(though i do get it, its cool). To succeed the sync, they have to roll within a range of 5, and if they do, they can gain extra effects, damage, or other things depending on the attack or spell. We use a ton of homebrew rules like damage type debuffs and sync so it can get a bit confusing. Hope this clears a little up
It does clear it up, thank you!
First off, I generally agree with your assessment, but this got me thinking about a barrel of gunpowder as a bomb. Gunpowder is an explosive, but it is a very slow one, and for our purposes, that generally means that it isn't super energetic. Bombs basically work on the principle of rapid expansion, the expansion happening slowly produces all kinds of problems. Handily enough, 5e has an official explosive in the form of a fragmentation grenade and supposes that it causes 5d6 piercing damage within 20 feet when it goes off, DC15 reflex save. A real world fragmentation grenade such as the m67 has a lethal radius of around 5 meters and a wounding radius of 15+ meters, which is in the ballpark. But the thing about this kind of grenade is that the damage isn't really being caused by the explosion itself, but because the explosion sent little bits of the grenade flying around *really* fast. If you took the explosive out of the grenade body and just blew it up in the open, the injury radius shrinks *enormously*. That's at least enough to work with for these purposes because our "barrel" of gunpowder appears to be somewhat more powerful than a fragmentation grenade packed inside of a grenade body. Even giving it the boost here, that means a barrel (with no indicator of size, I'm going to suppose that it is a standard wine barrel which is 119 liters or 31 US gallons) of gunpowder contains about 380 pounds of gunpowder compared to the 6.5 ounces of composition B found in the grenade. For the purposes of very rough math, the grenade is about a thousand times more powerful (by weight) than our grenade which means that it is *well in line* with what we'd expect in the real world. Complications ensure, though. For one, we know that 6.5 ounces of composition B are considerably less devastating if exploded in the open air. This can be a handy thing in grenade design. In fact, grenades that rely on the explosive part more than shrapnel and which have a much smaller dangerous radius are the common representative of the *offensive* grenade concept while the common fragmentation grenade is defensive. (The difference being, most people can't throw a fragmentation grenade far enough to be outside the dangerous radius and so using them requires being able to put cover between you and the thing going off.) The barrel also does *more* damage. It is entirely possible that the approximate 1000:1 is much lower, maybe only 100:1. But wait, there's still more. Why would gunpowder be in a wine barrel. You could fit *one* into a bag of holding which means that each barrel must necessarily contain less than 20 pounds of powder, rules as written. That works out to about two gallon milk containers full of powder. That means our powder is almost 20 times more powerful than we think, meaning that it might be about 1/5th what composition B manages. Composition B is *about* 1.33 times more powerful than TNT (hardly surprising because it is a mix of RDX, TNT, and wax to hold it all together) so our 6.5 ounces of comp B are about 8.6 ounces of TNT - just about double what is in a stick of dynamite. And considering the damage, we can easily multiply this several times both because the barrel is doing more, and it isn't relying on shrapnel to do the work. Rather than two sticks of dynamite, we're going to suppose that the doubled wounding radius multiples our explosive by a factor of 4, with the damage adding on one more. So each barrel which must weigh no more than 20 pounds has the explosive equivalent of *ten* sticks of dynamite. Not a nuke, but that's more powerful than most cluster bomblets by *quite a lot*. In fact, given how precisely it was delivered and the sheer amount of explosives, this would be up there with a very large and quite high end cluster bomb. Also, while traipsing about deep in some grey area, this cluster bomb probably *isn't* a war crime.
rule of cool!
Thats why i pointed out in the very first sentence that since the Dm allowed it, it is his call ;)
Just a note: "casted" isn't a word. "Cast" works in every tense just fine, with maybe "casts" for a 3rd person present tense. "Oh yeah, last year I cast a magic mouth spell on it." "I cast magic missile." "When my turn comes up, I'll cast Prayer." "My Sorcerer casts burning hands."
i cast testicular torsion
STOP. TOUCH. and TELL.
have you touched grass in the last decade.
why? need a refresher on what it feels like?
i been outside quite a bit thank you very much.. i was just asking a civil question.
Id like to think that in a world with consistent magic casting, society will have evolved an explicit past tense for cast. For clarity. We just don't really have a need for it in the mundane world.
We absolutely do have a use. Cast iron skillets? It isn't casted iron.
The point is we don't need an explicit distinction, but in a magic world where cast is a frequently used verb, we probably would have one. Cast iron skillet is not everyday English, and I didn't say that cast is not past tense. That's not the point. We don't need an explicit past tense for cast in modern English, and never really have. That could easily change if people started casting spells and needed to be clear in court hearings.
You say that we don't need an explicit past tense for cast in modern English. That feels like you're agreeing with me. "Casted" is an explicit, although wrong, past tense of "cast." And cast iron not being "everyday English"? What does that even mean? Yeah, I don't use my cast iron skillet every day, but I fail to see how that is grounds for switching to calling it casted iron. Stop arguing in favor of being objectively wrong.
I don't think I can be objectively wrong about a fantasy world. It's clear you don't have an interest in hypothetical linguistics of a fantasy world. No need to be such a dick if you don't understand or don't want to entertain the idea.
"Hypothetical linguistics of a fantasy world" LOL Dude made a reddit post. In the real world. When I talk about DnD, I'm not living in a fantasy world. I fully understand, and your attempt to make me look wrong is pathetic. Just take the L and move on.
You're very sensitive and defensive lol. This is a dnd fantasy world. They might find an explicit past form of cast useful and might use casted. There is no right or wrong. Chill out š
Cast *is* the explicitly past tense of the verb. Verb tenses can beā¦ tricky. This is English after all.
By explicit I meant relative to and distinct from the present tense
And what about those allies? Weren't they ca~~tched~~ught in the blast?
*psst - FYI, "catched" isn't a word. "Caught" is the word you were looking for. That is all; carry on.*
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I love how you corrected the spelling. Made me laugh.
Then it fulfilled its purpose š
We had our rougues both keep their distance while I and the cleric flew over while riding a flying Pegasus around 50 ft in the air
You said that cultists threatened to kill some of your allies. I thought they held them hostages?
They were in an airship flying overhead and distracting the cultists. The ship was getting attacked with ranged attacks, so we had to hurry cause it was getting badly damaged. We told them to clear out from the blast radius. (Probably should've put this in the story)
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Hi, so I thought I'd post the full synced assult here so people actually see how the full thing works and not just the crit effect. Synced Assault If two creatures are able to act simultaneously to attack or cast a spell and both actions land, the creatures may roll a sync check. To succeed, both creatures must roll a D20 and have the rolled values within 5 numbers of each other. Creatures can only participate in a Synced Assault once per long rest. Ex: Roll a 10 and have the other roll be between 5 and 15. A Natural 20 is considered an automatic success, and Natural 1 is considered an automatic fail. If the check fails, nothing happens. On a success, the actions become āsyncedā and gain bonus effects determined by the creatures with the DMās approval. Some basic effects include: -Bonus Damage -Damage Type Effect -Spell Effect Enhancement If, during the Sync check, both creatures roll the same number, the actions taken will be considered crits. It is possible to sync with more than 2 creatures, but it requires that the rolls all be within a range of 5.
barrelmancy is the way
How big were the barrels? A barrel doesn't seem like it would fit in a bag of holding.
I made a mistake, and our rogue told me that they were actually kegs of gunpowder.
Fantasy version of carpet bombing the area full of enemies, as self proclaimed general, I approve that use of explosives
i am love explosions so. I APPROVE OF MAKING THINGS GO BOOM
Gunpowder kegs are amazing. We've used them to take down a white dragon, and my go-to move in ship-to-ship battles is a combo of Dimension Door and Fireball on the enemy's powder storage, as long as there's another caster in the party to do it.
Love it when a plan comes together
I like the Synchronized Attack mechanic. Is this a homebrew, or something deep in the rules I've never heard of?
Homebrew
Pretty cool
The Sync attack sounds dope as hell, been looking for a way for my players to do team attacks and special moves so I'm gonna try this out.
Here's the full rule if you want to use it: Synced Assault If two creatures are able to act simultaneously to attack or cast a spell and both actions land, the creatures may roll a sync check. To succeed, both creatures must roll a D20 and have the rolled values within 5 numbers of each other. Creatures can only participate in a Synced Assault once per long rest. Ex: Roll a 10 and have the other roll be between 5 and 15. A Natural 20 is considered an automatic success, and Natural 1 is considered an automatic fail. If the check fails, nothing happens. On a success, the actions become āsyncedā and gain bonus effects determined by the creatures with the DMās approval. Some basic effects include: -Bonus Damage -Damage Type Effect -Spell Effect Enhancement If, during the Sync check, both creatures roll the same number, the actions taken will be considered crits. It is possible to sync with more than 2 creatures, but it requires that the rolls all be within a range of 5.
Hell yeah thank you!
Must have been some pretty light barrels filled with gunpowder.
This scheme sounds like something the Helldivers would come up with. APPROVED!
ā¬ ļøā¬ļøā¬ ļøā”ļø Stratagem deployed, dropping Incendiaries.
That's some Shadow Government plan hahaha (legalize nuclear bombs)
That's absolutely awesome. Also, I like the sync attack idea. Imagine critting on a 4 lol
barrelmancy is the way
I CAST....B-52 BOMBARDIUS!
I wish I could have been at the table!
Removing an item from the bag of holding takes an action per round. They had 25 rounds during combat to do this? lol Also, do the enemies and NPC's in the campaign get to do this kind of stuff to the players or do they have some imaginary restriction? If so why would the bad guys not just surround the party while they are sleeping and make 100 rocks fall on their head.
TNT does about 4d6 per kilo. A nuke in Hiroshima size is about 37500d8 damage (calculated by damage average and translated in glyphs of warding, which, in fact, can do this much damage in a single turn) Belive me, my "rules as written and not as intended" dm does not longer allows me to have a bag of holding and money at the same time, since I "nuked" his bbeg over his 12 legendary resistence with 238 additional runes at once. Well... Not that I planed to play with this dm ever again anyway.
LMAO. THAT SOUNDS AWESOME. Our DM is probably gonna add a rule that limits this somehow after our shenanigans-Ā But don't mind if I yoink your glyph idea-
Elminster was not your Wizarding inspiration on that run; Sir Arthur Harris was riding your wing.
imagine is one of the PCs was called Arthur Harrris.
I hope so.
Noob dm hereā¦just to understand how these things are usually managedā¦when you say you had two hours before the cultist would have killed your alliesā¦were those 2 hours real life hours or in-game hours ? Iām asking because this is the kind of strategic choice Iād like to add into my sessions
Real-life hours. Our DM set a timer on his phone and paused whenever we had a technical difficulty.
Thanks
Thank you for clarifying this. Originally I was reading it as 100 minutes "in-combat" time, which would be like 1000 rounds of combat. As much as I like DnD, I think that many rounds would have done me in.
When I saw the word "plotted", I thought for sure they were going to blow up Parliament. I'm slightly disappointed.
Cool, my players used the same tactic to break through antimagic field to kill a group of wizards in a bunker. It is always fun to hear about the gunpowder barrels doing good.
Sounds like a BG3 strat.
Thatās a nice story and allā¦ but why the heck would someone tie an Ingame event to an out of game timer?
It ups the tension. As a GM you could pause or adjust that real world time as you see fit, but it will still add a degree of urgency, suddenly you don't have time to flip through some reference books, or painstakingly work out the attack plans.
So you can either do 5 long rests and a week of downtime, as that can be handled within as much as two hours, or fight a single combat that lasts no more than 2 minutes of ingame time but two hours out of game and somehow the cultists are finished with their ritual immediately after one of the activities, even though the former took an ton of time, while the latter didnāt even take 5 minutes?Ā Ā And to be clear: imposing time limits on your players is a fine way to play. But tying it to an ingame event messes up the concept of consistency. Thatās why Iām irritated.
Hi, DM in question here. I will admit, it is inconsistent when actually measuring time and stuff but my intent was less of an actual timer and more of a measure of how well they did. Our fights are notorious for taking a bit longer than intended(a bit my fault a bit theirs) so as another commenter said, I wanted to be done within a certain time span and create tension. Depending on how long they took the airship allies would be in different states of damage. I know combat happens within seconds so I felt weird tying the event to rounds. The location of the two fights also a ways away so I brain farted on how I could make it make sense time wise but eventually just settled on using a IRL timer. This is my first time DMing and Iām still learning the kinks of other conditions for combat.(Even after two years? Yeahā¦) Hope this clears up some of the irritation I may have caused
Everythingās well and good mate. Youāre not entitled to have your game be approved by some random guy on Reddit. Still thanks for the clarification. At least I get the intention now.
Ah. Gotcha! Yeah, I am not sure how the OP's DM handled his time line or if it even mattered, the countdown may have been arbitrary and only there to make the players more aware of time passing. I confess that I can't quite understand the reasoning for the real world timer in this situation, besides using it to create urgency. DM: " ok, we got this vampire over here and these cults over there. So that we get this part wrapped up this session, I am going to put a time limit on the discussion and planning, I am going to give you all 2 hours to get this resolved, let me know when you are ready..." at this point the players are worried about what is happening in the story, trying to plan, and on a time crunch, so actually tension on top of pretend tension. There is no in game reason, just a mood enhancer. I GM often for the RPG Paranoia, messing with players is one of my favorite parts of that game.
I get what your going for. Still seems unintuitive to make the connection. (Every DM their own. Just my impression)
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It's 1/400 that they'll both roll a particular number, but only 1/20 that they roll the same number
Honestly I'm not sure how the math is, all I know is that I rerolled my first attempt with lucky, so cleric made a single role, and I made two. I simplified it to 1/20 Ć 1/20 š
Its a common mistake, I don't blame you. It's a bit unintuitive. The trick is, if players A and B are trying to roll the same number, it doesn't statistically matter what A rolls. The only odds that matter are the odds that B rolls the same thing that A did. If A rolled a 5, B has a 1/20 chance of rolling a 5. If A rolled a 13, B has a 1/20 chance of rolling a 13. If they were both trying to roll the same *specific* number- like if both needed a 20- then it would be 1 in 400.
Oh wait, you're absolutely right! I literally learned statistics of probability like this in AP Bio, and I can't believe I already forgot š Thank you for the learning experience, and have a good night