Merlin
11.2.2016 09:04
Kampaň: Technické
Do této diskuze nemůžete odpovídat. Dikuze je uzamčena, nebo určena pouze pro členy skupiny.
9.11.2017 13:35 - Babaj
to sdi pif.. a on ucetni neni on si ucetni najima .... dela mu to naka slapka :_)
9.11.2017 16:56 - winterleaf
Čtvrtek můžu.
9.11.2017 17:03 - winterleaf
Já to věděl ty škudlile ;-)
9.11.2017 18:27 - Babaj
ale zase motivace je motivace,, takhle by jsi nevydelal 20g:-))))
9.11.2017 18:56 - winterleaf
:-)
9.11.2017 20:16 - Torrin
Jen takový drobný dotaz. Jsme v Hlubině. Jakým způsobem budeme putovat dál?
Využijeme místního přístavu, kde zkusíme sehnat loď, která má za cíl Orlumbor nebo aspoň ten směr. A nebo to chcete dál vzít po souši přes Brod Dýky s tím, že pak si na pobřeží splašíme nějaký způsob, jak se dostat do Orlumboru?

9.11.2017 22:12 - Sir KRTEK
Takze ctvrtek ok? Super :-) co se putovani tyce vzal bych to rovnou lodi, odpadne pak starost jak se tam dostat jinak. Kazdopadne bych zkusil sehnat info jak zapusobit na vladkyni ostrova at tam nejedem s holou prdeli a nevime co a jak.
10.11.2017 06:14 - winterleaf
Navrhuji cestovat po souši. Pak těch padesát mil nějakým člunem. Určitě tam bude nějaké spojení s pevninou. Rozhodně to je levnější. Info můžem shánět jak v hlubině tak v brodu dýky.
10.11.2017 06:28 - Torrin
V nejužším místě to bude kolem 7 mil. Takže já s Hagarem nebudeme mít problém, já to vezmu vzduchem a Hagar může jít pěšky po dně:-P
10.11.2017 07:12 - Babaj
Sir KRTEK píše:
Kazdopadne bych zkusil sehnat info jak zapusobit na vladkyni ostrova at tam nejedem s holou prdeli a nevime co a jak.



tak porad nses tu krabici koklonu :-)

winterleaf píše:
Já to věděl ty škudlile ;-)


a kdo je skudlil lo je pohodlna.. kdyz ja nemam problem pre letet v mlzne podobe 4800 sahu... azbytek majestatne dolout na hadovi.. ale zase mit vlastni lod .-) by bylo asi oficielnejsi vpluti do pristavu :_)) nez se tam schazet jako svabi na pivo... bo s tim clunm, ze ho cestou ukradnem, to vidim tak na 20 % uspesnost :_)
10.11.2017 16:49 - Merlin
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

Going without a Long Rest
A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.

Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
10.11.2017 16:50 - Babaj
to jsi klidne mohl pasnout cely. i s tema padama a longrestem:-) vicemene to tak nejak stejne chceme hrat akorat to tak nejak ted e aspon oficialni :-)
10.11.2017 16:54 - Merlin
tak, bral jsem, že si to umí přečíst..nač postovat něco co je v jiným topicu :)
10.11.2017 18:43 - Torrin
Tak teď přemýšlím, kde mi co uteklo??:D Asi jsem slepej, nikde v jiném topicu nevidím pokračování :-((
Jinak beru, že spánek ve zbroji neřešíme (nebo jsem si toho ani nevšiml), ale pravidelný spánek celkem dodrřujeme:-P
10.11.2017 19:05 - Babaj
tohleto :-))) z topiku sungeon and dragons:


10.11.2017 14:17 - ShadoWWW
Toto mě zaujalo:

Píše:
Simultaneous Effects
Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature’s turn. If two or more things happen at the same time on a character or monster’s turn, the person at the game table — whether player or DM — who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character’s turn, the player decides which of the two effects happens first.

Falling
Falling from a great height is a significant risk for adventurers and their foes. The rule given in the Player’s Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.

Rate of Falling
The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a griffon or on board an airship? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you’d like high-altitude falls to be properly time-consuming, use the following optional rule.

When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

Flying Creatures and Falling
A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.

If you’d like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature’s current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked prone but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.

If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).

Sleep
Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the unconscious condition. Here are a few rules that expand on that basic fact.

Waking Someone
A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens someone that is sleeping naturally.

Whispers don’t disturb sleep, unless a sleeper’s passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

Going without a Long Rest
A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.

Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.

Adamantine Weapons
Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Tying Knots
The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here’s an optional rule for determining the effectiveness of a knot.

The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.

This rule intentionally links Sleight of Hand with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the “Variant: Skills with Different Abilities” section in chapter 7 of the Player’s Handbook.
10.11.2017 19:09 - Torrin
Sakrys to jsem dneska nějak přehlídnul:-P
11.11.2017 15:33 - -ajk-
ve ctvrtek bych uz mel bejt taky
11.11.2017 23:04 - Babaj
HA PRIJDE ZUBATA?:-))))))
12.11.2017 10:19 - Torrin
12.11.2017 12:38 - Sir KRTEK
Tak jak se domluvime? Po mori nebo po sousi? Jako chapu ze po sousi by jsme mozna neco usetrili ale nejsem si jist zda bychom pote sehnali nejaky slusny odvoz, pokud se cheme nejak prezentvat
Věděli jste, že...
Na d20.cz můžete mít svůj vlastní blog. Pokud chcete napsat o nečem, co alespoň vzdáleně souvisí s RPG, můžete k tomu využít našeho serveru. Tak proč chodit jinam? >> více <<
Jak se chovat v diskuzích
Přehled pravidel pro ty, kteří k životu pravidla potřebují. Pokud se umíte slušně chovat, číst to nemusíte. >> více <<
Formátování článků
Stručné shrnutí formátovacích značek zdejších článků, diskuzí, blogů a vůbec všeho. Základní životní nutnost. >> více <<
ČAS 0.11242985725403 secREMOTE_IP: 18.219.73.146