I was envisioning a circle or semi circle with everyone except the illusionist fighting. If we charge we get maybe one round of clear combat with one group then we risk having a second group behind us the next round. As first levels I think it will take more than a round to kill off 15 skeletons.
the problem with a circel of fighting is that that leaves 1/3 of the group to fight each whole skeleton group. we get hit from 3 sides with at max 3 people on each side fending them off, that's way worse than us all attacking and killing the skeletons before the rest can attack.
Should have one up tonight and actually you guys have some edge in Melee, especially the Ambi characters!
Ambidextrous Characters (15 Dex or Higher) are allowed to fight with 2 weapons without an offhand penalty!
Even though you guys are level One(1) your characters will get more swings per round than the Skeletons get, but I have to finalize in my thinking what I am allowing for my Home Brew Rules on that (have already decided that an Ambi shooting arrows, bolts or sling stones will be able to launch up to 4 max per round).
You all were running in a Surprise Situation, so Mylos and Tohmas only got one shot off to begin!
When all the smoke clears from combat I will roll a d20 to see how many arrows or bolts are salvageable! Otherwise, they are broken, bent or lost (so use your Arrows etc wisely when the time comes!)
Actually, you would rather use your Sword and keep your Dirk sheathed, as you will get 2 Swings as an Ambi; whereas, an Ambi gets Primary and Off Hand Swing with 2 Weapons, but against Skeletons the Slashing (Swords) and Piercing (Arrows & Bolts) get one half damage!
In Melee, your Strength Bonus is added to your Weapon, so a Sword that does 1d8 will do either 1,2,3 or 4 against a Skeleton (Unless You Totally Miss!) plus Strength Bonus.
Not Telling You How Many Hit Points the Skeletons have, but it is possible to eliminate a Skeleton with one slice of your Sword, even at half + Strength Bonus!
hmm,i was just wondering hammer because in DnD 3.5 when you two hand a weapon you get 1.5 times your strength bonus. like my 18 str with a +4 stat, would get +6 for two handing. this game seemed based of 3.5 a lot so was wodnering if it was the same.
When you see the Map, you will notice that the Skeletons from the South are in 2 rows of 10 each, so it is actually now 2 waves of 10 Skeletons from the South and the ones on the East and West (East missing 5 Turned Skeletons) are positioned to be able to move in during the next round to form a line across the North.
Skeletons are mindless, but are aware of living things!
I am going to step in here and decide that Ziklag's Illusionist should know that an Obscuring Mist will have no effect on Skeletons, perhaps he heard an Illusionist or Wizard talk about this when he was with his uncle ???
No sense wasting Spells, was going to let Ziklag learn the hard way, but his Daggers would be more effective than his Spells at this point, plus I do not want to get any of you Killed during your first encounter!
I will be getting back with you on what exact bonus you would get. Right now, if you are Ambi and use only one sword you will get 2 Swings, plus Bonus for Strength.
Actually, I am buying a book today so I have a Hard Copy of a book that I already have, but I find it much easier and more enjoyable to flip pages, rather than scroll down through online downloads that I already own!
What I am debating is how many Swings that I will allow for the Ambi in Melee!
Tentatively, I am adding the Bonus on Dexterity, so an Ambi gets 2 Swings, plus another Swing per Bonus on Player Characters, which I did for Range Weapons, but adjusted it to 4 Arrows, Bolts, Sling Stones Maximum!
That would give an Ambi with an 18 Dex (+4) a total of 2 Swings for being Ambi and another 4 for Bonus = 6 Total.
That is if I do not limit it to say 5 total swings, am still debating what I will do!
A non-ambi character with a Dex of say 13 gets (+1) so that character gets one swing and then another swing for the +1 Dex Bonus!
Obviously, you guys will be encountering large groups from time to time, or a tougher creature that would be too high for your level, so these Extra Swings give you time to try to save yourselves!
Like I said before, I am Not Trying to Kill Any Characters!
Let us say that the Seekers approach a town or a village and you guys think you will do some interacting with Humans, but all of a sudden you discover it is a Village full of Lizard Folk who pour out of the town to Kill you!
So you got 50 (like Skeleton Pirates!) or 100 Lizard Folk chasing you with Spears!
You Gonna Need Those Extra Swings or 4 Range Shots per Round to Even Survive Long Enough to Get Out of Dodge!
Another Reason for you guys to find some Treasure stashed on this island and get back to the Toothless Dragon Tavern to settle up with Mad Dog Muldoon, Level Up to Level Two(2) and Buy More Equipment and Supplies for Your Next Place You Choose to Explore!
Hammer I was not that sure about the mist spell working or not thanks for the help. But if I get Ami with my club, the hand book shows that I get 1d6+1 to damage and and you say I can get two swings with the club? If that be true and I believe these guys are only 2HD (if that is still the term) Two wacks may do the job and we could take them.