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That is what I thought. I assumed that our attack had dispatched two of them, including the greedy leader.

And @ravenvii, just exactly how far away from us are they?

The Count missed his goblin so we only killed the goblin leader. Currently, there are three awake goblins near the fire and two sleeping goblins near the fire.

Syllin, the Count, and Portia get to attack the goblins before they can act.
 
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Very well then.

I advance with my shortsword at the ready in one hand.
You advance on the goblin nearest you, the one who was sitting with its back to you, the one who narrowly missed being skewed by Bartholomeus' javelin. It spitted obscenities at you as you approach. You swing your shortsword --

*** CHECK ***
14, you have +4, so:

Syllin: 4

Sorry.
*** CHECK ***

-- but the goblin blocked with his shield and the blade bounced off harmlessly.

>>> @Don't panic what's your move? @Moyank24 I got your command, and unless you change it (or something drastically changes during Bartholomeus' turn) I'll run your action right after.
 
*To myself: I swear to Oghma that this pair of dice is accursed. That damned creature originally had its back to me….. So, here we have a goblin that not only managed to miss being skewered by Bartholomeus's javelin, but also one who managed to deflect and parry my shortsword. Hm. What a strangely fortunate specimen of fine goblinhood.*
 
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I, too, will advance with my shortsword. I'll take the goblin on the right!
if you attack one of the goblin engaged to syllin or me you get to use sneak attack. And you still can use range for that if you want
[doublepost=1458647987][/doublepost]Roaring:
> enough with the niceties!​
I switch to my ancestor's GreatAxe and attack the goblin on the right (not the one syllin is fighting)
 
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if you attack one of the goblin engaged to syllin or me you get to use sneak attack. And you still can use range for that if you want
[doublepost=1458647987][/doublepost]Roaring:
> enough with the niceties!​
I switch to my ancestor's GreatAxe and attack the goblin on the right (not the one Syllin is fighting)

If we have two goblins melee attacking one character, don't they get advantage in the attack ? If so, wouldn't it be better if each of you melee attack a separate goblin to prevent them from getting the advantage (i.e. Portia giving up her sneak attack and melee attacking a separate goblin) ? Otherwise, what's to prevent the third goblin from attacking Syllin along with the first goblin making two attacks on Syllin with advantage ?


[doublepost=1458649554][/doublepost]
*To myself: I swear to Oghma that this pair of dice is accursed.

It's a single 20 sided die that's giving us issues :).


11664.jpg
 
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Ah, @Plutonius, could you explain 'melee attacking' and how it is applied in this context, please.

Attacks with weapons are either melee or ranged. Melee combat is hand to hand combat (i.e. sword, mace, etc.). Ranged combat is fighting from a distance (i.e. bow, thrown hand axe, etc). If you are using your sword against the goblins and not all the goblins are occupied, I was expressing my concern that they might gang up on you with multiple goblins attacking you. I'm doubtful that will happen though since the Count should kill the goblin that he is attacking.
 
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Attacks with weapons are either melee or ranged. Melee combat is hand to hand combat (i.e. sword, mace, etc.). Ranged combat is fighting from a distance (i.e. bow, thrown hand axe, etc). If you are using your sword against the goblins and not all the goblins are occupied, I was expressing my concern that they might gang up on you with multiple goblins attacking you. I'm doubtful that will happen though since the Count should kill the goblin that he is attacking.

Ah, bravo, thanks for clearing that up; excellent, now, I get it.

In addition to my shortsword (at which I am supposed to have some proficiency!) I had debated using one of the cantrips - and I still have a spell slot as well.

Well, two are still asleep (we hope). That leaves three awake, and the leader deceased.

Of the remaining ones who are awake, have we managed to wound, or injure any of them?

 
correct, it is just a better armor than you have right now, so you get better protection for the next 8 hours (your AC goes up a little).
it is harder for them to successfully hit you, but if they do hit you, the damage is the same

FMI- Mage armor lasts for 8 hrs, uses 1 slot, but resting for a short rest (4hrs) regains the slot and leaves 4 hrs of adventuring protection?
 
Ah, bravo, thanks for clearing that up; excellent, now, I get it.

In addition to my shortsword (at which I am supposed to have some proficiency!) I had debated using one of the cantrips - and I still have a spell slot as well.

Well, two are still asleep (we hope). That leaves three awake, and the leader deceased.

Of the remaining ones who are awake, have we managed to wound, or injure any of them?

There are currently 3 awake goblins. You missed your attack and now the Count and Portia are attacking.
 
I definitely don't think we should split up. Nothing good ever happens to a group that splits up... Axe murders, serial killers, zombie attacks. We should definitely stick together.

And I'm all for going back and retrieving my rope!

Based on my readings of the LFD Cronicles, splitting up often bites the party in its arse. :)
 
Sleep strikes me as perhaps the better option here.

How do we plan it - actually, execute it - so that it doesn't have an effect on ourselves?

I assume that casting Sleep may also affect Sildar Hallwinter, though that may be a mercy he may come to welcome given the traumatised state in which we have found him.

Well, @Don't panic, please advise me on how best to proceed.
[doublepost=1458579243][/doublepost]

And the other one, who has not yet seen us, is he sitting on the upper level?

I take it, then, that we approach the mouth opening of the lower level when we reach the entrance of the cave.

FMI, regarding spell mechanics, does a creature who has a sleep spell cast on it, who does not fall asleep, would it be alerted by the attempt or oblivious? Would it feel the spell hit it? In a group, seeing some of its companions fall asleep, would alert it that something strange just happened.
 
If we have two goblins melee attacking one character, don't they get advantage in the attack ? If so, wouldn't it be better if each of you melee attack a separate goblin to prevent them from getting the advantage (i.e. Portia giving up her sneak attack and melee attacking a separate goblin) ? Otherwise, what's to prevent the third goblin from attacking Syllin along with the first goblin making two attacks on Syllin with advantage ?
nope, they cannot do that.
but Goblins have Nimble Escape, which means that even if they are engaged, they can still Disengage AND Attack someone else in the same turn, without giving an opportunity attack.

since Syllin and Portia are those with the lowest HP/AC combos, it would be best that they attack from range whenever possible, and then move to the back.
Also, it is often best to concentrate firepower, and thus damage, on the same opponents, rather then spread damage equally around, since hurt goblins still attack, but dead ones do not.

I if hit, with the greataxe, it is 1d12+3 (average 9.5), which hopefully is enough to kill the goblin outright.
If Portia hits (with sneak attack) it is 2d6+3 (average 10), which also could be enough for a direct kill.
that would leave only a single goblin to attack.
[doublepost=1458653355][/doublepost]
FMI- Mage armor lasts for 8 hrs, uses 1 slot, but resting for a short rest (4hrs) regains the slot and leaves 4 hrs of adventuring protection?
correct, except short rest is ~1h (and you get a slot back if you have Arcane Recovery)
[doublepost=1458653500][/doublepost]
FMI, regarding spell mechanics, does a creature who has a sleep spell cast on it, who does not fall asleep, would it be alerted by the attempt or oblivious? Would it feel the spell hit it? In a group, seeing some of its companions fall asleep, would alert it that something strange just happened.
i am not sure, but i would say in general they just fall asleep, without knowing magic was involved.
other spells, like Charm, specify that at the end the target knows they were Charmed
[doublepost=1458653710][/doublepost]
Ah, bravo, thanks for clearing that up; excellent, now, I get it.

In addition to my shortsword (at which I am supposed to have some proficiency!) I had debated using one of the cantrips - and I still have a spell slot as well.

Well, two are still asleep (we hope). That leaves three awake, and the leader deceased.

Of the remaining ones who are awake, have we managed to wound, or injure any of them?

i may add that in your case, unless there is a particular reason to use melee (either tactical or technical -eg wepaons/magic type and related damage) in general you are probably better off by trying to keep you distance, given your lower HP total
 
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There are currently 3 awake goblins. You missed your attack and now the Count and Portia are attacking.

*To myself: Very foolish of me (or remiss of that damned dice). Must put in some sword practice (a field of study I regret to say that I neglected somewhat when attending to my sorcery studies and wizarding schooling).*
[doublepost=1458653965][/doublepost]
……..

since Syllin and Portia are those with the lowest HP/AC combos, it would be best that they attack from range whenever possible, and then move to the back.
Also, it is often best to concentrate firepower, and thus damage, on the same opponents, rather then spread damage equally around, since hurt goblins still attack, but dead ones do not.

………...

i may add that in your case, unless there is a particular reason to use melee (either tactical or technical -eg wepaons/magic type and related damage) in general you are probably better off by trying to keep you distance, given your lower HP total

Ah. I see.

This is the sort of advice that is useful to know, both before and after combat.

Well, it shall be bourne in mind……for future reference…….
 
nope, they cannot do that.
but Goblins have Nimble Escape, which means that even if they are engaged, they can still Disengage AND Attack someone else in the same turn, without giving an opportunity attack.

since Syllin and Portia are those with the lowest HP/AC combos, it would be best that they attack from range whenever possible, and then move to the back.
Also, it is often best to concentrate firepower, and thus damage, on the same opponents, rather then spread damage equally around, since hurt goblins still attack, but dead ones do not.

I if hit, with the greataxe, it is 1d12+3 (average 9.5), which hopefully is enough to kill the goblin outright.
If Portia hits (with sneak attack) it is 2d6+3 (average 10), which also could be enough for a direct kill.
that would leave only a single goblin to attack.
[doublepost=1458653355][/doublepost]
short rest is less than 1h
[doublepost=1458653500][/doublepost]
i am not sure, but i would say in general they just fall asleep, without knowing magic was involved.
other spells, like Charm, specify that at the end the target know they were Charmed
[doublepost=1458653710][/doublepost]

i may add that in your case, unless there is a particular reason to use melee (either tactical or technical -eg wepaons/magic type and related damage) in general you are probably better off by trying to keep you distance, given your lower HP total

Okay, It was only the wolves that could get an advantage with multiple attackers. Portia (@Moyank24) should use a ranged sneak attack then. With the mage armor, Syllin should survive an attack.
 
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Okay, It was only the wolves that could get an advantage with multiple attackers. Portia (@Moyank24) should use a ranged sneak attack then. With the mage armor, Syllin should survive an attack.

With Mage Armour? Having spent some several hours in preparation carefully donning it? I should sincerely hope that I 'survive an attack' - that was the whole point.

Nevertheless, I still have an unused sorcerous skill slot in reserve.
[doublepost=1458654234][/doublepost]
since Syllin and Portia are those with the lowest HP/AC combos, it would be best that they attack from range whenever possible, and then move to the back.
Also, it is often best to concentrate firepower, and thus damage, on the same opponents, rather then spread damage equally around, since hurt goblins still attack, but dead ones do not.


i may add that in your case, unless there is a particular reason to use melee (either tactical or technical -eg wepaons/magic type and related damage) in general you are probably better off by trying to keep you distance, given your lower HP total

Would you advise a ranged cantrip, or a ranged spell for use in such situations?
 
*To myself: Very foolish of me (or remiss of that damned dice). Must put in some sword practice (a field of study I regret to say that I neglected somewhat when attending to my sorcery studies and wizarding schooling).*
[doublepost=1458653965][/doublepost]

Ah. I see.

This is the sort of advice that is useful to know, both before and after combat.

Well, it shall be bourne in mind……for future reference…….

one reason for you to use a shortsword, for example, would be if the goblin has 2-3 HP left. in that case, with the shortsword (or a bow, should you get one) you get 1d6+2 (+2 because you are proficient with it, it is your dexterity bonus), which means that -at minimum- you deal 3 Hit Points (a guaranteed kill), while with the cantrip is 1d8, meaning you can get a 1 and only hurt the goblin more, but not finish him.
on the other hand your bonus to hit with the sword is +4, with ray of frost is +5, so the chances to hit are slightly better with the cantrip
[doublepost=1458654534][/doublepost]
Would you advise a ranged cantrip, or a ranged spell for use in such situations?
that depends on the situation and specific spells. Spells are typically more powerful, but they use up slots. cantrips you can use all the time.
 
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And then, there is always the option of a properly ranged spell, as well.

one reason for you to use a shortsword, for example, would be if the goblin has 2-3 HP left. in that case, with the shortsword (or a bow, should you get one) you get 1d6+2 (+2 because you are proficient with it, it is your dexterity bonus), which means that -at minimum- you deal 3 Hit Points (a guaranteed kill), while with the cantrip is 1d8, meaning you can get a 1 and only hurt the goblin more, but not finish him.
on the other hand your bonus to hit with the sword is +4, with ray of frost is +5, so the chances to hit are slightly better with the cantrip
[doublepost=1458654534][/doublepost]
that depends on the situation and specific spells. Spells are typically more powerful, but they use up slots. cantrips you can use all the time.

Thank you.

So, you would recommend that the shortsword should only be used when the goblins (or other opponents) are already disadvantaged, or wounded, or weakened - in other words, a later option - rather than as a first resort? Hm.
 
nope, they cannot do that.
but Goblins have Nimble Escape, which means that even if they are engaged, they can still Disengage AND Attack someone else in the same turn, without giving an opportunity attack.

since Syllin and Portia are those with the lowest HP/AC combos, it would be best that they attack from range whenever possible, and then move to the back.
Also, it is often best to concentrate firepower, and thus damage, on the same opponents, rather then spread damage equally around, since hurt goblins still attack, but dead ones do not.

I if hit, with the greataxe, it is 1d12+3 (average 9.5), which hopefully is enough to kill the goblin outright.
If Portia hits (with sneak attack) it is 2d6+3 (average 10), which also could be enough for a direct kill.
that would leave only a single goblin to attack.
[doublepost=1458653355][/doublepost]
correct, except short rest is ~1h (and you get a slot back if you have Arcane Recovery)
[doublepost=1458653500][/doublepost]
i am not sure, but i would say in general they just fall asleep, without knowing magic was involved.
other spells, like Charm, specify that at the end the target knows they were Charmed
[doublepost=1458653710][/doublepost]

i may add that in your case, unless there is a particular reason to use melee (either tactical or technical -eg wepaons/magic type and related damage) in general you are probably better off by trying to keep you distance, given your lower HP total

Thanks for the info!

In my vast experience (RPG style) adventuring :), ranged attacks at least as a solo player are almost always better, if you are whacking them, while they are unable to whack you back, and then switching to melee if they survive closing the range. That is seperate from "tanking" mechanics, which it appears to me that D&D does not really support, although a healer can throw a healing spell (?) in the midst of combat if that was more important than launching an attack.
 
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