View Full Version : Discussion & OOC Thread
attriel
28th June 2009, 07:27 PM
This thread is for all the discussion anyone wants to have. players can discuss in the adventure thread, but lets try to keep the kibitzing in this one :o
DirkDarkBlade
29th June 2009, 01:01 PM
Just FYI. I'm paying attention to the game, but there is nothing for Dirk to do (that wouldn't get him and possibly the whole party in trouble) so I'm staying quiet.
He has heard the important things though:
500G
Many magical artifacts...that can be kept...something about making note of them.
And the messenger is carrying enough money to cover the offer.
I wonder if a player dies, and is resurected if that counts for the double pay...
Kiir
29th June 2009, 06:25 PM
Okay so I'm thinking we really want half of the payment up front, and an binding agreement to 25% finder's fee on any item that is "of note" that the Duke wants. That being said, everyone in the party other then Althaea would be better at negotiations then she is (she has a +1 to diplomacy). I am thinking it is time for Fia with her +14 to diplomacy to take over the negotiations.
DinbinFanfoom
29th June 2009, 06:29 PM
Understood. The problem may be that this lady may not be authorized to negotiate by the Duke and just be a messenger. But she will try.
Edit: We've got 420gp up front and 20%. I think we should go with that. Let's not push it.
DirkDarkBlade
29th June 2009, 09:03 PM
Since Dirk considers the only proper home for the items to be his own, and doesn't really understand the personal property concept completely he doesn't have any problems with this. Also, since it is up to us to decide what is noteable its kind of moot to Dirk anyway 8).
That said the advance seems fine, and the difference between 20 and 25 % at this point seems a bit moot. We can always renegotiate with the Duke himself on the other end should we find something of extreme value (that somehow has a proper home other than mine).
Do I need to wander off and do a streetwise check for information on the Duke or this unmaped area?
Kiir
29th June 2009, 09:19 PM
Yeah Althaea is fine with the 20% finders fee, since most likely the things a Duke would be interested in would be the banners of the long dead family rather then the +5 vorpal sword of orc slaying (okay he might be interested in the +5 vorpal sword of orc slaying, but the average magi sword probably not).
attriel
29th June 2009, 10:03 PM
Do I need to wander off and do a streetwise check for information on the Duke or this unmaped area?
You can, but you're not actually in the duchy, so you're not likely to get a lot of detailed information.
Kiir
29th June 2009, 10:29 PM
Do we want to buy a healing potion or 3 before heading out? It won't surge most of us up to full (adds 10 hit points), but it will be nice to have if we run out of healing during a tough fight. They are 50 gold each and I am assuming we are in a town big enough to buy some.
attriel
30th June 2009, 08:30 AM
You don't have to actually play out the interactions with the shopping if you'd rather move on. Just lemme know what you're looking for, and I'll let you know if you find it or if he can make it in a day or so.
you want a few potions of healing, no problem. you want 50000 potions of healing, he doesnt have the materials. you want a couple other potions, he might be able to make them tonight/tomorrow, you want some obscure potion, maybe not.
attriel
30th June 2009, 01:13 PM
Poisons from the DDI Compendium:
Bloodstinger Poison
Power (Consumable ? Poison): Standard Action. Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +6 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).
30g per dose
You might get a few doses worth with a good diplomacy or bluff check
Also a few level 5 venoms in the DMG
Stormclase Scorpion: 5 ongoing, immobilized
Deathjump Spider: 5 ongoing, slowed
250g per dose
She might have one of either of these, you can always ask :o
Zyzzyx
30th June 2009, 06:15 PM
The internet connection at the hotel here has been very, very crappy. Will catch up tonight if I can. Just a comment on why I've been quiet. Posting this for the moment while I've got connection.
Kiir
1st July 2009, 11:07 AM
Traveling I am fine if we go by foot, since that way we don't lose the horses if we end up going into a dungeon type area. If we want horses though I fine with that as well, so whatever everyone prefers.
DinbinFanfoom
1st July 2009, 12:04 PM
Horses are stinky. Eww. Fia will walk. For now.
DirkDarkBlade
1st July 2009, 12:29 PM
Being a halfling, I'm assuming if we get horses I'd have to ride with someone else.
I'm fine with walking.
DinbinFanfoom
1st July 2009, 08:14 PM
A question for the DM... the warforged... are they walking in the same direction that we are, or towards us? I wasn't clear.
attriel
1st July 2009, 08:42 PM
A question for the DM... the warforged... are they walking in the same direction that we are, or towards us? I wasn't clear.
oh, sorry. yeah, they're headed in your direction. Marcus just happened to hear them over the regular chatter of you all walking. Otherwise you'd've all found each other in like 10 minutes or something
Zyzzyx
1st July 2009, 10:05 PM
A'right, so how do we gently get their attention? And then we turn loose Fia the diplomat?
DinbinFanfoom
2nd July 2009, 08:12 AM
If we decide to go that route, I suggest the rest remain in the trees on either side of the road (there are trees, right?) and Fia could shout out to them from out of melee range, from the middle of the road. If they act agressive, she can port out. If not, then all the better. WF have high WIL/FOR saves, right?
Edit: Looks like middling WIL, high FOR.
attriel
2nd July 2009, 08:21 AM
If we decide to go that route, I suggest the rest remain in the trees on either side of the road (there are trees, right?) and Fia could shout out to them from out of melee range, from the middle of the road. If they act agressive, she can port out. If not, then all the better. WF have high WIL/FOR saves, right?
Yes, there are trees further out ; right by the road is brush and small bushes, out a little further is trees
For the saves part of the post: You've fought a warforged or two in the past, but .. it'd be an Int or Wis check to see if you can remember anything about their vulnerabilities.
attriel
2nd July 2009, 09:35 AM
Well, OK then. Yep, you remembered :o High Fort, mid Reflex/Will
Waiting for you guys to decide what you want to do, although they will come around the corner on their own eventually ;)
DirkDarkBlade
2nd July 2009, 09:37 AM
INT or WIS check..yup that leaves Dirk out 8)
Kiir
2nd July 2009, 10:12 AM
FYI, I think the hiding option is a bad one if they are just general travelers, that would give a really bad impression. Since we are on the road, it is reasonable we would see travelers on occasion. I would rather not get into combat with everyone/thing we meet. Once we get to the ruins I figure we'll have enough combat to keep us happy.
IE laying in ambush might be looked at very negatively if they are just travelers and would likely lead to a combat we probably could avoid.
DirkDarkBlade
2nd July 2009, 10:15 AM
Do y'all want to hide in the brush (if that is possible) and let Dirk in his peasant garb see if these warforged (are these monsters or humanoid adventurer types? I haven't found them in the book yet) are agressive or just passing by?
I can always summon my armor as a free action if they want to fight and then y'all can flank them from the bushes.
Or is that a foolish/wreckless idea? (Those are the type of ideas that Dirk normally has).
attriel
2nd July 2009, 10:18 AM
Do y'all want to hide in the brush (if that is possible) and let Dirk in his peasant garb see if these warforged (are these monsters or humanoid adventurer types? I haven't found them in the book yet) are agressive or just passing by?
They are humanoid. Basically, think robot. But magic and alive rather than technical and programmed. They are a playable option for PCs, so they're just like you guys. Only made of metal and rock and such!
DinbinFanfoom
2nd July 2009, 10:24 AM
Do you want Fia to try to talk to them, or just let them pass?
Kiir
2nd July 2009, 11:28 AM
talking is fine, I just don't think we should hide.
DirkDarkBlade
2nd July 2009, 11:28 AM
I'm fine with talking and being friendly...though hiding and backstabing do come naturally to me for some reason 8)
attriel
2nd July 2009, 03:25 PM
Yeah, making the post in the background thread was kindof blatant, but at the same time I'm trying to backfill you guys 5 levels of history.
And there had to be SOME reason these guys were different than the presumably dozen other groups you saw back on the main road and we DIDN'T play through chat :o
attriel
2nd July 2009, 06:10 PM
I have no idea what to do with the xp on that encounter. Don't get me wrong, you encountered it and handled it ... but but ...
If it had been a full challenge, I'd be willing to give the full XP. As it is ... 150 each I guess
DinbinFanfoom
2nd July 2009, 06:17 PM
You bloody wankers! I suppose I could have tried turning that into a skill challenge on the fly, but I'm not real sure with those yet, so I'd rather do it with a pre-planned one :o.
Heh, blame your wife, it was her idea to be "nice". :goodie!: Fia just picked up the ball and ran with it. If they'd seemed more overtly hostile, I'm sure we'd have handled it differently.
How far are we from where we're going?
Kiir
2nd July 2009, 06:25 PM
Seriously though, a group of adventure walking along a path seemed completely normal to me. Sure the DM pointed them out, but it isn't like the road was labeled all who we encounter will be a combat encounter! It made the most sense to greet them like any other traveler on the road.
Heck 150 exp each is about equal to a skill challenge anyways, I'm good with that.
DinbinFanfoom
2nd July 2009, 06:28 PM
Plus it's kinda fun to screw with the DM, though doing it too much tends to be... uh... fatal. :lowrazz:
Kiir
2nd July 2009, 08:40 PM
That too!
attriel
2nd July 2009, 08:42 PM
.
How far are we from where we're going?
Still have a week to go, IIRC what I said to begin with :o
attriel
2nd July 2009, 08:50 PM
If you recall correctly from maps and such, the first few days from here will be easy travel through wooded plains. After that, you would begin encountering the hills that Dikansi was founded amongst. Nothing in the terrain itself gives you any pause.
Yeah, so two more days to the hills
Still have a week to go, IIRC what I said to begin with :o
then another 5 to the actual site you're investigating.
drathos
2nd July 2009, 09:15 PM
Sheesh.. Just the sort of situation my armor is made for and I'm afk for it due to work complications..
attriel
2nd July 2009, 09:47 PM
Sheesh.. Just the sort of situation my armor is made for and I'm afk for it due to work complications..
you have armor for talking your way out of things? :o
drathos
2nd July 2009, 10:26 PM
you have armor for talking your way out of things? :o
Yes:
Imposter's Finemail +2 (lvl 6 chainmail, AC 7, check -1, speed -1, enhancement +2 AC)
(Power (at-will, polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.)
I figured it might be helpful getting into places, but if it helps deal with bounty hunting warforged, that's good, too. :lowrazz:
DirkDarkBlade
2nd July 2009, 10:28 PM
Should Dirk be offended that they had him listed as a gnome? At least I'm assuming the gnome they mentioned was the halfling.
attriel
2nd July 2009, 10:31 PM
Should Dirk be offended that they had him listed as a gnome? At least I'm assuming the gnome they mentioned was the halfling.
no, they also mentioned a halfling
the gnome was Zyzzyx and his ever-changing character. the last one I remembered seeing as the final decisions was the gnome ranger, then he suddenly had an elf instead!!!
So apparently you replaced the gnome at some point since that misadventure, meaning his character is COMPLETELY innocent!!!
Zyzzyx
2nd July 2009, 10:46 PM
:rolleyes: ;)
attriel
3rd July 2009, 06:37 PM
I'm playing a little fast and loose with the skill challenge rules, folks. You don't know how many HP a wolf has, so each round MIGHT be it, or it MIGHT not. So, I'm clouding the skill challenge in the same ... vagueness ;)
Let me know if you don't like how it's going (mechanics wise) and if enough of you complain, I'll revert whichever feature you dislike. Unless I really like it ;)
Zyzzyx
3rd July 2009, 06:40 PM
Looks good to me. I like not knowing right off what the DC is. Or, in combat, what the AC/Fort/Etc. is. Yeah, we can figure it out easy enough, but I like not seeing it given right to us.
And the DC increase on failure... interesting.
Kiir
4th July 2009, 11:17 AM
If someone can cover for Althaea next week it would be appreciated. I'm going to be at my parent's lake house with the short ones so I am not sure how much internet time I will get.
DinbinFanfoom
4th July 2009, 08:13 PM
I'm enjoying myself thusfar, Atty. This may change if my rolls start sucking. :D
DirkDarkBlade
4th July 2009, 08:50 PM
I'm assuming trying to intimidate the wolves would be a bad idea. I'll leave to those with better animal skills and nature abilities to talk the wolves into leaving. I'll be ready to defend the party if it becomes necessary though.
Kiir
4th July 2009, 09:35 PM
I'm assuming trying to intimidate the wolves would be a bad idea. I'll leave to those with better animal skills and nature abilities to talk the wolves into leaving. I'll be ready to defend the party if it becomes necessary though.
Actually intimidating them using the intimidate skill would be a good idea, basically we are trying to make them think we are more dangerous then they are, and that we are top/alpha wolf!
attriel
4th July 2009, 09:58 PM
I'm assuming trying to intimidate the wolves would be a bad idea. I'll leave to those with better animal skills and nature abilities to talk the wolves into leaving. I'll be ready to defend the party if it becomes necessary though.
Well, all the skills I named have specific functions in succeeding. If you make the intimidate check, then you appear threatening, and they have to re-evaluate the threat/reward ratio of trying to eat the group. Of course, if you fail the check, they also re-evaluate. But now it's not in your favor :o
DinbinFanfoom
4th July 2009, 10:27 PM
Seriously Fia? With a +11, why do you keep doing insight checks? +12 insight vs +11 history isn't that far a difference, and as you say it would count as an actual success rather than a modBecause I just realized, after posting my last action, that the History check wasn't a "helper" check, but a primary. (See my OOC) It was too late, though.
attriel
4th July 2009, 10:35 PM
Because I just realized, after posting my last action, that the History check wasn't a "helper" check, but a primary. (See my OOC) It was too late, though.
Ah. I thought you were just saying that with rolls like hat you should have taken the primary.
But there's always next round, unless someone beats you to the punch :o
There's also a raft of other skills that raen't named, if you can come up with good explanations ;)
Zyzzyx
4th July 2009, 11:38 PM
OK, so I'm thinking of 'other skills' to use and looking at what I'm good at.
Dungeoneering +11, can't think of how that would apply.
Heal +11, likewise... unless one of the wolves was injured or something.
Nature +13, been doing me good so far.
Perception +15, *shrug*
Stealth +11, now's probably not the time to try and sneak off
Probably just stick with Nature, just running out of explanations for what I'm actually doing. (aside from sitting Belvar down and preventing him from making us dinner) ;)
DinbinFanfoom
5th July 2009, 09:10 AM
Just a note, guys. When posting your action, header it with what round the action takes place in. Will help Atty untangle them all when they're posted out of init order (as is normally the case).
Kiir
5th July 2009, 10:39 AM
Looks like it is time for combat!
That being said, we're heading out for a wedding in about 15 minutes and then I'm off to Atlanta, so I doubt the DM will be updating till after he drops me off at the airport.
attriel
5th July 2009, 08:25 PM
Yeah, five failures in one round, there's no saving that :o
attriel
5th July 2009, 11:40 PM
Combat Round 1:
With a great roar, Belvar s
Not 100% sure on those numbers.
Does the weapon's +2 count in the 1W extra from high crit?
Same Q with the extra +2 from Battlerager Vigor for both the high crit and the extra target with Cleave.
OK, that took tediously long to find where it actually said (PHB 276, first paragraph, second column), but 1[W] ONLY refers to the "damage die"
So, in this case, the d12. 1[W] is 1d12
THEN you add the bonii after the total numbers. So you don't get multipliers on it, oh well :o
(seriously, it took me like 10 minutes to find the page that ACTUALLY said what 1[W] meant)
drathos
6th July 2009, 12:25 AM
OK, that took tediously long to find where it actually said (PHB 276, first paragraph, second column), but 1[W] ONLY refers to the "damage die"
So, in this case, the d12. 1[W] is 1d12
THEN you add the bonii after the total numbers. So you don't get multipliers on it, oh well :o
(seriously, it took me like 10 minutes to find the page that ACTUALLY said what 1[W] meant)
That paragraph doesn't talk about a weapon's enhancement bonuses, though, just ability modifiers. I did find that info, though (PHB 225, middle of second column) - enhancement bonus is the number of extra dice for the crit.
I wasn't sure if any of the damage modifiers (axe's +2 enhancement bonus or +2 Battlerager Vigor (either of them, but only 1 might apply in this case)) got added into secondary hits like the Cleave (Strength mod to 1 extra target).
attriel
6th July 2009, 12:26 AM
That paragraph doesn't talk about a weapon's enhancement bonuses, though, just ability modifiers. I did find that info, though (PHB 225, middle of second column) - enhancement bonus is the number of extra dice for the crit.
I wasn't sure if any of the damage modifiers (axe's +2 enhancement bonus or +2 Battlerager Vigor (either of them, but only 1 might apply in this case)) got added into secondary hits like the Cleave (Strength mod to 1 extra target).
I would generally say the +2 weapon would also be a +2 to the cleave damage, yeah
attriel
6th July 2009, 07:20 AM
Combat Round 1:
- Yield Ground: Immediate Interrupt, Utility encounter power; Trigger: An enemy damages you with a melee attack; Effect: You can shift a number of squares equal to your Wisdom modifier (4). Gain a +2 power bonus to all defenses until the end of your next turn. Shift to D5
Since this is an interrupt, I believe that would prevent you from taking damage ; I'll update your condition accordinly, and I'll even leave wolf 4 where he was, although he probably would have followed you in
Adding Quarry dmg on the second attack. Here on I'll check my attack successes and then do Quarry dmg, or just do it last and apply to an attack that hits.
I'll apply the quarry damage to whichever attack works, since you'd only use off the power if it actually used off
Shiz
6th July 2009, 08:55 AM
Since this is an interrupt, I believe that would prevent you from taking damage ; I'll update your condition accordinly, and I'll even leave wolf 4 where he was, although he probably would have followed you in
Since the Interrupt is triggered by damage and not an attack or a hit, I am not so sure he avoids the damage. I only mention this because there are plenty of powers with explicit triggers before damage is applied.
attriel
6th July 2009, 09:02 AM
Since the Interrupt is triggered by damage and not an attack or a hit, I am not so sure he avoids the damage. I only mention this because there are plenty of powers with explicit triggers before damage is applied.
Except if it didn't interrupt the attack, it would be an immediate reaction.
Immediate Interrupt must, obviously, interrupt something. IMO at least.
Zyzzyx
6th July 2009, 09:31 AM
I was thinking same as Shiz, seems to be more of a utility to get outta the way, NOW, instead of waiting for my turn. I wasn't expecting to have it negate damage taken.
Shiz
6th July 2009, 09:33 AM
It is confusing because Interrupt does, in fact, mean that. Maybe they use thew word damage because it is broader than an attack. I am thinking of Cleave as an example where an enemy other than the target can take damage.
Zyzzyx
6th July 2009, 09:37 AM
Its an immediate interrupt in the initiative order, not necessarily the attack. The various ranger build guides and commentary mention it to be a defensive and 'out-of-turn mobility'. Nothing is said about avoiding the damage taken.
Unlike the Shield utility spell for a wiz; on that everyone loves that it could very likely negate the damage taken. That, and its trigger wording is "You are hit by an attack."
Zyzzyx
6th July 2009, 09:39 AM
Correction: Just looked again at the PHB, 'Yield Ground' is an Immediate Reaction, not an interrupt. Semantics, but I think that makes a big difference.
My power 'Disruptive Strike' is an Immediate Interrupt.
attriel
6th July 2009, 09:46 AM
Correction: Just looked again at the PHB, 'Yield Ground' is an Immediate Reaction, not an interrupt. Semantics, but I think that makes a big difference.
My power 'Disruptive Strike' is an Immediate Interrupt.
oh, well, in THAT case. Take 6 damage you .. you ... you CAD!
attriel
6th July 2009, 09:48 AM
Its an immediate interrupt in the initiative order, not necessarily the attack. The various ranger build guides and commentary mention it to be a defensive and 'out-of-turn mobility'. Nothing is said about avoiding the damage taken.
well, your other post actually corrects this issue, but for clarity:
Immediate is what lets it be out-of-turn initiative bending
Interrupt means it breaks the triggering action.
Reaction means that after the trigger, assuming nothing else is wrong, this can happen (if you're dead, you can't shift, for instance :o)
Greebo
6th July 2009, 10:37 AM
Immediate is what lets it be out-of-turn initiative bending
What do you mean by Initiative bending?
attriel
6th July 2009, 10:57 AM
What do you mean by Initiative bending?
Z said "immediate interrupt in the initiative order" and "out-of-turn mobility"
I shortened it to "initiative bending" because it doesn't CHANGE the initiative order, but allows you to do something even though you can only do things on your initiative.
Immediates are distinct in that they can allow you to do things not on your initiative. Thus the initiative order is bent :o
Zyzzyx
6th July 2009, 11:29 AM
...and if anyone wants to post for Althaea ...
I nominate... Dinbin!
attriel
6th July 2009, 11:31 AM
I nominate... Dinbin!
Since Fia's dice actually work worth a damn? :)
Zyzzyx
6th July 2009, 11:50 AM
Nah, cuz I'm not feeling up to a third character, and don't want to double up Murgos or drathos on their first session.
Thus... Dinbin! :biggrin:
Shiz
6th July 2009, 12:32 PM
Althaeaea should summon her companion always in the first round, no?
Greebo
6th July 2009, 12:38 PM
Althaeaea should summon her companion always in the first round, no?
If she wants to use any powers with the "spirit" keyword, yes. Haunting spirits, however, doesn't require it.
DinbinFanfoom
6th July 2009, 12:44 PM
Althaeaea should summon her companion always in the first round, no?
*conspiratorally* Yes, but the wolves would totally expect that.
(Bah, OK, next round I'll do that)
attriel
6th July 2009, 12:51 PM
Seeing as how neither Din nor Kiir has really played althaea in a combat yet :o
Thats what these first encounters were supposed to provide. A chance to feel the character out and figure out how the powers work up
Greebo
6th July 2009, 12:53 PM
*conspiratorally* Yes, but the wolves would totally expect that.
(Bah, OK, next round I'll do that)
Seriously, as someone who DM's for a shaman, it is *not* necessary to summon the spirit in the first round. It's a minor action, and its only necessary when a spirit power is to be used. Many, but not all, are spirit powers, but heck, a shaman can bounce a spirit around a lot by dismissing and resummoning (burst 20) each round too. The spirit can practically teleport across the entire field of battle between attacks.
DinbinFanfoom
6th July 2009, 12:56 PM
Well, since it's a minor, Althea will summon her companion (what is it? A zebra? A mongoose? A sea cucumber?) into E2, I guess. (her writeup doesn't tell me what it DOES... can it attack? Flank?)
Greebo
6th July 2009, 12:58 PM
Althaaaaaaaaeeeeeeeeeeaaaaaaaaa is a Protector Shaman, which is usually a bear. However it needn't be. Bambi, Carol's Shaman, has a Protector Bunny Spirit, named Thumper.
attriel
6th July 2009, 01:03 PM
I don't know. Thats the problem with the first real encounter happening when people aren't there to play themselves :/
I'm not sure she'd fully worked that out yet, honestly
DinbinFanfoom
6th July 2009, 01:07 PM
I don't know. Thats the problem with the first real encounter happening when people aren't there to play themselves :/ I'm not sure she'd fully worked that out yet, honestlyHA! Then I say she gets... a beaver! See? This is what happens if you dump your shammy in the hands of a Canadian.
Greebo
6th July 2009, 01:20 PM
I don't know. Thats the problem with the first real encounter happening when people aren't there to play themselves :/
I'm not sure she'd fully worked that out yet, honestly
Its irrelevant, really - a protector spirit is a protector spirit. The form is inconsequential. It could be your ancestral great great great aunt Rudy.
drathos
6th July 2009, 01:35 PM
HA! Then I say she gets... a beaver! See? This is what happens if you dump your shammy in the hands of a Canadian.
I would've guessed a loon or a moose from a canuck..
DinbinFanfoom
6th July 2009, 01:56 PM
I would've guessed a loon or a moose from a canuck..
Had to go with beaver as to it being our national animal and all.
Moose was my second choice. Only ruled it out because it was pretty threatening.
Loon was an honourable mention, as was Canada Goose, Blue Jay, Porcupine and Mosquito. Elk might also work.
attriel
6th July 2009, 02:05 PM
Had to go with beaver as to it being our national animal and all.
Moose was my second choice. Only ruled it out because it was pretty threatening.
Loon was an honourable mention, as was Canada Goose, Blue Jay, Porcupine and Mosquito. Elk might also work.
i like egrets and blue herons
but i'm probably partial to them b/c i see them a bunch on our walks :o
DinbinFanfoom
6th July 2009, 02:06 PM
I think Canada Goose should have a special attack against jet engines. Not that there are many jet-powered monsters in the monster manual... maybe a giant squid?
attriel
6th July 2009, 02:11 PM
I think Canada Goose should have a special attack against jet engines. Not that there are many jet-powered monsters in the monster manual... maybe a giant squid?
"I summon ... a GREY GOOSE!"
"You want vodka?"
"Seriously? Do you see what we're fighting? Giant flying squid with guns? Damned right I want a drink!!!"
Greebo
6th July 2009, 02:30 PM
Apparently what she got is some kind of flaming beverage...
attriel
6th July 2009, 03:08 PM
(I haven't finished the section of my book on CA so I'm not certain what that effect is. Let me know if I need to do anything differently).
IIRC, CA should allow you to use your rogue sneak attack damage in addition to your regular damage.
CA grants a +2 to attack, usually. Some attacks have different effects based on CA, such as rogue's sneak attack
Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.
OK, now here's another procedural question: Can I use Elven Accuracy, a Free action, on an immediate interrupt? I'd like to be able to, but I'd like the DM to think about it.
According to the rules, you can use a free action on anyones turn. In this case, I will also allow it as part of the Immediate, since it is related to the roll
DirkDarkBlade
6th July 2009, 03:32 PM
So does that mean I need to do a seperate attack and damage roll for the CA sneak attack, or that I get +2 on my attack I just did?
attriel
6th July 2009, 03:36 PM
So does that mean I need to do a seperate attack and damage roll for the CA sneak attack, or that I get +2 on my attack I just did?
You get a +2 to your attack roll to hit the creature
Then you roll an additional 2d8 to add your sneak damage to the attack damage you already rolled.
So, in this case, you get 1d6 + 1 + 4 + 2d8
DirkDarkBlade
6th July 2009, 03:48 PM
Drathos and I were having the same problem yesterday with his weapon.
"Weapon Damage +DEX" means the 1d6, +4 DEX bonus, +1 from being a +1 sword
1[W] or Weapon Damage just refers to the 1dN portion of the weapon. Magical bonuses and class/race bonuses then add after that, along with whichever ability modifiers.
OK so that would mean I'd never use the +4 damage from that skill as the weapons +5 would always be better? So all I'd get is the extra immediate interupt attack if the mob attacks me after I've used this skill on it?
If this is the case wouldn't this be an automatic attack unless I use one of my other skills in a round?
Or does it mean if I use this skill I"m giving up +1 (I have to use the +4 from the skill and not the +5 from the weapon) in exchange for the automatic attack if the mob hits me?
I'm just making sure I understand.
Shiz
6th July 2009, 04:22 PM
[W] = base weapon dice + item bonus (if any) + feat bonus (if any) + power bonus (if any)
So for basic a +1 shortsword, [W] = 1d6+1.
Then, for basic attacks and 99% of powers you would also add the applicable stat bonus. There are only a few powers where the stat bonus is excluded from a weapon attack:
Twin Strike (Ranger)
Dual Strike (Fighter)
Rain of Blows (Fighter)
Rain of Steel (Fighter)
Those are the ones I can think of off the top of my head. Bottom line, if the power just lists [W] then stat bonuses are not included but pretty much all other bonuses are.
Examples of feat and power bonuses include, but are not limited to:
Powerful Charge
Dwarven Weapon Training
Nimble Blade
etc.
DinbinFanfoom
6th July 2009, 09:00 PM
What Shiz said. (I assume your str and dex mods are +4):
You have a +4 dexterity modifier.
You have a +4 strength modifier.
You are level 5.
You have a short sword. (base 1d6 DAM)
It's a +1 short sword. (+1 ATK, +1 DAM)
You have light blade skill (+3 ATK for proficiency)
You plan to use Riposte Strike (1W+dex DAM, another potential 1W+str DAM hit if the enemy attacks before your next turn)
W in the above formulas becomes 1d6+1 (the +1 being for the "magic" short sword).
ATK is:
1d20+dex modifier+1/2 level+proficiency+feats+power bonus (some powers grant an ATK bonus)
=
1d20+4+2+3
=
1d20+9 (or +10 with CA, for Nimble Blade)
Your damage with Riposte Strike would be:
1W+dex mod
=
1d6+1+4
=
1d6+5
If it hit, and the enemy attacks you before your NEXT turn, you can interrupt that attack with the riposte, which an identical attack to above but with your str bonus used instead of dex for the damage dealt (which in your case is he same anyway).
Did I get that right, Shiz?
Zyzzyx
6th July 2009, 09:28 PM
OK... so some thoughts on Hunter's Quarry.
Designate nearest enemy as quarry, remains effective to EOE, until quarry dies, or designate new quarry.
I get that I can change quarry in the middle of the encounter, but it must be an enemy nearer to me. However, what if my current quarry is at the same distance? Can I say that one is 'slightly' closer than another and choose it instead?
Zyzzyx
6th July 2009, 09:34 PM
Between Marcus and Solak I've come to like immediate interrupts/reactions, but I get the feeling that DMs aren't likely to be fans. ;)
attriel
6th July 2009, 09:49 PM
Between Marcus and Solak I've come to like immediate interrupts/reactions, but I get the feeling that DMs aren't likely to be fans. ;)
They're cool, but in PbP, it's not as fluid as a PnP.
DinbinFanfoom
6th July 2009, 09:52 PM
As Wolf 4 steps forward to savage Belvar, hes suddenly maimed by another attack from the warrior's axe (19 vs AC, 8 dmg) The roll says +10, the text says +8, and said +6 when I first saw the post ; sheet looks like a +6 ; What am I missing for the +2 or +4 additional?
Combat Superiority AoO's add the Wis mod to ATK. You never saw that with Brun because her Wis is one of her two mental dump stats. :D Her brain chiefly keeps her helmet from falling off.
Edit: Never mind. That was for Combat Superiority (AoO's in general) not the special interrupt provided by a marked target shifting.
attriel
6th July 2009, 09:52 PM
OK... so some thoughts on Hunter's Quarry.
I get that I can change quarry in the middle of the encounter, but it must be an enemy nearer to me. However, what if my current quarry is at the same distance? Can I say that one is 'slightly' closer than another and choose it instead?
I think I remember reading somewhere (may have been some other skill's text, so might not be the same) that if two were equal distant, you cold choose to define which one was "closer"
drathos
6th July 2009, 09:54 PM
As Wolf 4 steps forward to savage Belvar, hes suddenly maimed by another attack from the warrior's axe (19 vs AC, 8 dmg) The roll says +10, the text says +8, and said +6 when I first saw the post ; sheet looks like a +6 ; What am I missing for the +2 or +4 additional?
Not sure why I put +10 in the roll text, must have been looking in the wrong place. Should be +8 (+2 enh, +4 str, +2 battlerager vigor (have 3 temp hp still)) making it 10 damage. Will update.
drathos
6th July 2009, 09:56 PM
Combat Superiority AoO's add the Wis mod to ATK. You never saw that with Brun because her Wis is one of her two mental dump stats. :D Her brain chiefly keeps her helmet from falling off.
I think he meant the damage roll. Also, this wasn't an AoO, it was an interrupt power (Combat Challenge).
attriel
6th July 2009, 09:57 PM
Combat Superiority AoO's add the Wis mod to ATK. You never saw that with Brun because her Wis is one of her two mental dump stats. :D
I saw that, but this isn't an OA ; it looks like one, but i don't think it is, actually, one
attriel
6th July 2009, 09:58 PM
Not sure why I put +10 in the roll text, must have been looking in the wrong place. Should be +8 (+2 enh, +4 str, +2 battlerager vigor (have 3 temp hp still)) making it 10 damage. Will update.
ah, then, thats what lilne i missed on the 4 page sheet :o
attriel
6th July 2009, 10:08 PM
ah, then, thats what lilne i missed on the 4 page sheet :o
I've been forgetting to give you your temp HP
OTOH, I don't think you've actually been hit, since we keep unspooling the universe
1 missed you first round
3 hit you last round, but Z un-did that
4 hit you this round, but you un-did that
And I don't tihnk you've used an invigorating power (Cleave then Sweeping Blow?)
drathos
6th July 2009, 10:22 PM
Oops.. Missed that my getting hit had been undone. I knew that my CC stopped Wolf 4, but got mixed up in the order on Wolf 3 hitting me and getting dropped, so thought I had the temp HP from that.
So that's 2 less damage on each of my hits in rounds 2 and 3 (1 hit on W1 and 2 on W4, IIRC).
Zyzzyx
6th July 2009, 10:57 PM
I'd say the two are set and ready for Fia... but keep forgetting that she's more control than damage, so no real AE goodies.
DinbinFanfoom
6th July 2009, 11:19 PM
I'd say the two are set and ready for Fia... but keep forgetting that she's more control than damage, so no real AE goodies.Yup, pretty much pure control.
Zyzzyx
7th July 2009, 12:12 AM
Yup, pretty much pure control.
"So, ya like to be on top, Miss?"
Oh, I'm sorry... was this the OOC thread? :* Hold that thought... ;)
Shiz
7th July 2009, 08:32 AM
What Shiz said. (I assume your str and dex mods are +4):
You have a +4 dexterity modifier.
You have a +4 strength modifier.
You are level 5.
You have a short sword. (base 1d6 DAM)
It's a +1 short sword. (+1 ATK, +1 DAM)
You have light blade skill (+3 ATK for proficiency)
You plan to use Riposte Strike (1W+dex DAM, another potential 1W+str DAM hit if the enemy attacks before your next turn)
W in the above formulas becomes 1d6+1 (the +1 being for the "magic" short sword).
ATK is:
1d20+dex modifier+1/2 level+proficiency+feats+power bonus (some powers grant an ATK bonus)
=
1d20+4+2+3
=
1d20+9 (or +12 with CA, for Nimble Blade)
Your damage with Riposte Strike would be:
1W+dex mod
=
1d6+1+4
=
1d6+5
If it hit, and the enemy attacks you before your NEXT turn, you can interrupt that attack with the riposte, which an identical attack to above but with your str bonus used instead of dex for the damage dealt (which in your case is he same anyway).
Did I get that right, Shiz?
Yes, other than CA = +2 to hit, +3 with Nimble Blade. I edited it. If he throws a dagger, he loses the +1 from the magic sword but gets +1 from Rogue Weapon Talent so the bonus is the same.
Zyzzyx
8th July 2009, 03:54 PM
Something I really wish I'd done early in that wolf fight, because I think the layout was good for it, was to fire off my daily power, Spitting Cobra Stance. It lets me shoot off an opportunity attack against any enemy within 5 squares of you that moves closer to me.
I could see setting something up with multiple melee targets like that, and having Dirk and Belvar back up or move towards me after their attacks, forcing the enemies to move closer, and letting me get in a basic ranged attack at 'em. Could really add up quickly. (1d12+10 damage!)
Shiz
8th July 2009, 04:13 PM
I want that power for Trask, actually. I think I have to wait until 8th level for the feat to swap a Daily, though.
Zyzzyx
8th July 2009, 06:34 PM
A note/reminder to the rest of the group:
Looking over Marcus' char sheet PDF again, looked at the 'Group Awareness', everyone within 5 of me gets +1 Perception.
If atty does as Sagar (which I would expect), it'll be up to you to remember to add that in on Perception rolls.
attriel
8th July 2009, 06:55 PM
A note/reminder to the rest of the group:
Looking over Marcus' char sheet PDF again, looked at the 'Group Awareness', everyone within 5 of me gets +1 Perception.
If atty does as Sagar (which I would expect), it'll be up to you to remember to add that in on Perception rolls.
Well, as all the other gms have noted, there's a lot of things to keep track of. Since you're rolling perception, it's up to you to get your mods right :o
attriel
9th July 2009, 01:02 AM
Technically you shouldn't have your armors on, but that might be strangely dangerous for soe of the armored folk ...
drathos
9th July 2009, 01:47 AM
Technically you shouldn't have your armors on, but that might be strangely dangerous for soe of the armored folk ...
*poof* plain clothes
*poof* chainmail
:biggrin:
It would be off for cleaning/maintenance at the end of the day, but since it can be plain clothes..
Zyzzyx
9th July 2009, 01:50 AM
On watch? I'd have mine on.
And geez... was confusing myself on that post. Long one. I even thought about tossing in a second Immediate Interrupt (Disruptive Strike), but figured I'd save it for later.
Oh, and I really am looking forward to the Cobra stance. Bring 'em to us folks! Slowly, if possible.
I also was curious and looked at the range on the bow. 25/50 !!!
attriel
9th July 2009, 08:19 AM
*poof* plain clothes
*poof* chainmail
:biggrin:
It would be off for cleaning/maintenance at the end of the day, but since it can be plain clothes..
yeah, forgot about that.
Two of you have t-shirt armor, and one was on watch. Guess everyone has armor anyway :o
DirkDarkBlade
9th July 2009, 02:26 PM
OK I think I'll post my idea for round 2 and see if it is a good one or not. From Dirk's position I only see two possibilities. But I'm not sure if I understand some of the rules that might make this work/not work.
1. I would like Dirk to use his Utility Power Tumble to slide three spaces: (three spaces is half my speed) I would go North, North, North East (B4. B3, C2) so I'm next to the Orc hiding in the woods ready for me to attack in Round 3. And if the guy in the woods does try an area/ranged attack he would be open to an OA from me.
2. The only other Idea I had was to through a daggar at one of the orcs. But that is only 1d4+4 if I understand correctly.
Thanks,
attriel
13th July 2009, 12:01 PM
Sorry folks, was out from Thursday afternoon and today I'm running hot to hit all the points at hte office that went KA*BOOM friday when I was out :o
I'l ltry to get a post in a little bit, at least to resolve Z's interrupt-i-ness
attriel
13th July 2009, 12:02 PM
OK I think I'll post my idea for round 2 and see if it is a good one or not. From Dirk's position I only see two possibilities. But I'm not sure if I understand some of the rules that might make this work/not work.
1. I would like Dirk to use his Utility Power Tumble to slide three spaces: (three spaces is half my speed) I would go North, North, North East (B4. B3, C2) so I'm next to the Orc hiding in the woods ready for me to attack in Round 3. And if the guy in the woods does try an area/ranged attack he would be open to an OA from me.
2. The only other Idea I had was to through a daggar at one of the orcs. But that is only 1d4+4 if I understand correctly.
Thanks,
1) I assure you, he'd be smart enough to move back a space first :o
2) Why not attack someone closer?
DinbinFanfoom
13th July 2009, 03:04 PM
Fia Yeah, I guess in 4e parlance, I was going for a move-action to wake up ... or maybe a standard, but I'll let you have it this fight wakes up quickly and tosses off a spell from her prone position on the ground I'm moving the center to F4, will hit all the same except no longer hitting Orc 6 ; I presume that's you're preference to not hitting Orcs 2 and 3. The effects are immediately apparent as most of the beasts yawn.
Yeah, F4 looks good; in my original post I had assumed all orcs before Fia in initiative order had been moved. I figured if other characters had the time to stand/draw a weapon, simply opening your eyes and muttering a few words would be just as easy, game-wise. I had assumed waking up was the same as "dazed" (which in 4e means a single action; either a standard or a move, but not both). Thank you.
attriel
13th July 2009, 03:16 PM
Yeah, F4 looks good; in my original post I had assumed all orcs before Fia in initiative order had been moved. I figured if other characters had the time to stand/draw a weapon, simply opening your eyes and muttering a few words would be just as easy, game-wise. I had assumed waking up was the same as "dazed" (which in 4e means a single action; either a standard or a move, but not both). Thank you.
Well, you were correct in the positioning aspect.
Except them Marcus went and back-fiddled ith history and I had to move people :o
DinbinFanfoom
13th July 2009, 03:17 PM
Except them Marcus went and back-fiddled ith history and I had to move people :oFia glares at Marcus. He doesn't seem to notice. Did the same orcs move twice (before and after his shift) or were those from the rear area? (I can't remember)
attriel
13th July 2009, 03:24 PM
Fia glares at Marcus. He doesn't seem to notice. Did the same orcs move twice (before and after his shift) or were those from the rear area? (I can't remember)
1-8 all moved
Marcus interrupted/reacted at 1
2-8 unmoved
Marcus interrupt moved
2-8 moved again for the first time for the last time
it's as though millions of orcs cried out and were suddenly silenced :o
DinbinFanfoom
13th July 2009, 03:26 PM
1-8 all moved
Marcus interrupted/reacted at 1
2-8 unmoved
Marcus interrupt moved
2-8 moved again for the first time for the last time
it's as though millions of orcs cried out and were suddenly silenced :o
LOL, gotcha! :D
drathos
13th July 2009, 03:47 PM
1-8 all moved
Marcus interrupted/reacted at 1
2-8 unmoved
Marcus interrupt moved
2-8 moved again for the first time for the last time
it's as though millions of orcs cried out and were suddenly silenced :o
Nice, Marcus! Boatloads of XP for that, right? :tongue:
drathos
13th July 2009, 03:55 PM
I'm going to start out on Orcs 1-3 since they're the nearest threat atm, but keep an eye open for 10. If he moves in, I think I'll need to shift my focus to him. I think Marcus and maybe Fia should deal with 9 as fast as possible, though.
attriel
14th July 2009, 09:06 AM
Few things:
1) Don't forget the Marching Order and Watch Order threads. Althaea not needing more than 4 hours trance for an extended rest could be handy :o
2) I'm going to hold off posting orc-ly actions until the maps come back (if I kill Fia, will that give you more time, din? ;) )
Zyzzyx
14th July 2009, 04:19 PM
I want to check the map, but I'll probably be shifting back one square, then launching an attack. Probably stick with the guy in the back, not sure.
attriel
14th July 2009, 05:22 PM
Map's back:
http://www.primeaxiom.com/rpgt/scene.asp?ID=7mp1xgesmwsb3qvj17vpetb117brt8cgngvfz nlmpujlpcuoh3lociof57gxe4xr
Shiz
15th July 2009, 08:54 AM
That orc in the back has serious cover from a few squares of forest, remember.
DinbinFanfoom
15th July 2009, 10:28 AM
According to the map, Zyx, you probably can't even SEE Orc 9. He's several squares into the heavy woods. The ones on the edges will have modifiers, but might be hittable.
Fia Yeah, I guess in 4e parlance, I was going for a move-action to wake up ... or maybe a standard, but I'll let you have it this fight wakes up quickly and tosses off a spell from her prone position on the ground I'm moving the center to F4, will hit all the same except no longer hitting Orc 6 ; I presume that's you're preference to not hitting Orcs 2 and 3. The effects are immediately apparent as most of the beasts yawn.I won't tell you how to run the game, and maybe you can get some feedback from other DM's on this, but in the past, in other games in this kind of (surprise) round, we were limited to a single action, be that a move or a standard. Since 4e is set up in those terms (standard, move, minor, free) specifying which types are available sets limits while still allowing for creativity, as most (if not all) possible character actions are tagged with those. I'm not criticizing here (though I admit it might sound that way, please don't take it that way) but saying "you're allowed to draw a weapon and stand up" doesn't allow a lot of flavour... so much so that if it weren't "bent" (the way we did) there wouldn't be much point in stating it instead of simply saying, "ok round 1, you're standing and the orcs are all around you in your camp." :D
Rereading, that really DOES sound critical. Sorry about that, just trying to provide some constructive feedback. Like I say, maybe other DM's have some feedback too... this is a learning thing for all of us.
Not that I've thought about it more, I think my "problem" is that I grew up being a tactical board-game player... hence the mechanics obsession. :D I think you see me do that a lot in our games. Sorry!
Zyzzyx
15th July 2009, 10:30 AM
Dammit, why can I never remember about cover!? I guess the big guy (Orc10) has cover from the little guys in front of him? Hrrmm... Well, it hasn't been resolved yet, but I'm going to stick with it. Marcus' subconscious (me!) needs to learn the hard way.
DinbinFanfoom
15th July 2009, 10:35 AM
Dammit, why can I never remember about cover!? I guess the big guy (Orc10) has cover from the little guys in front of him? Hrrmm... Well, it hasn't been resolved yet, but I'm going to stick with it. Marcus' subconscious (me!) needs to learn the hard way.
Fortunately for you, since you can't even really SEE Orc 9, you can't even attempt to shoot at him, I think. No line of sight = no line of effect = no attacksies. Heck, I'm not even sure you know he's there! :D At least, that's how I read it. Atty can decide.
DirkDarkBlade
15th July 2009, 12:19 PM
Perhaps Orc 9 and 10 are flailing their arms about screamming "Hey, I'm here, don't forget me!" That was we're sure to notice them...
attriel
15th July 2009, 01:36 PM
Sorry, trying to get a release up at the office ; hopefully I'll get some time in a little bit to update.
I can only update the map from my windows machines. Won't work in any of my non-IE browsers :/ So that limits me some at home
drathos
15th July 2009, 02:07 PM
Down with IE only code!! :slaproom:
Greebo
15th July 2009, 02:18 PM
easy, drathos - DInbin did a good job on that tool, and we're lucky he shares it with us. :)
DirkDarkBlade
15th July 2009, 02:20 PM
IE is your friend. And the mapping tool is cool! (At least from a players perspective).
drathos
15th July 2009, 02:35 PM
I'm not saying that the tool's not good, I'm just against browser specific code. I've had issues in the past where management tried to dictate ASP and VBScript despite the fact that we were running the servers on HP-UX and Linux and most of the clients used Mozilla and Netscape. :floored:
Greebo
15th July 2009, 02:39 PM
Well I'm pretty sure that in this case, it wasn't deliberate. I think it just worked out that way.
Amusingly, in the mark 2 version I'm working on, it works BETTER in firefox than in IE...and I'm writing it in Microsoft .NET
attriel
15th July 2009, 03:05 PM
Superior cover handy :o
Ranged attacks good !!
Marcus, not so solid
attriel
15th July 2009, 06:18 PM
Sleep can be QUITE THE NUISANCE!!!
slow, bah!
DinbinFanfoom
15th July 2009, 06:51 PM
Sleep can be QUITE THE NUISANCE!!!
slow, bah!
Are all the mobs tagged "Sleep:" unconscious due to failing their first save? And the ones tagged "slowed" are just slowed?
attriel
15th July 2009, 06:54 PM
Are all the mobs tagged "Sleep:" unconscious due to failing their first save? And the ones tagged "slowed" are just slowed?
They will be when they start failign saves. Right now only one has had to make the first round save, and he did with a 10 (and that would have been a nuisance if you'd put my fighter to sleep!)
And If I read gud, to answer the ACTUAL question:
The ones marked Sleep: Slowed were hit by the attack. Slowed were missed.
After the first save, they'll either be unmarked or Sleep: Unconcious
DinbinFanfoom
15th July 2009, 06:55 PM
They will be when they start failign saves. Right now only one has had to make the first round save, and he did with a 10 (and that would have been a nuisance if you'd put my fighter to sleep!)Ah yes, saving rolls at start of turn, forgot that, thanks.
attriel
15th July 2009, 06:56 PM
Ah yes, saving rolls at start of turn, forgot that, thanks.
end actually
thats why all he did was double move
Zyzzyx
15th July 2009, 08:05 PM
OK, checking in to see what my decision cost me. crazy day at work, never had time for the boards.
Zyzzyx
15th July 2009, 11:45 PM
Can I get credit on the init list for the 20 dmg to Orc 9, please?
attriel
16th July 2009, 11:07 AM
I'll ask you one time Z:
Are you sure?
Zyzzyx
16th July 2009, 11:16 AM
Uh... I think so. But now that you're asking, I'm not even sure what you're asking about.
But... um, yeah.
I am so confused on this encounter already.
Greebo
16th July 2009, 11:51 AM
Orc 10 is next to you. As each other orc moves and you take an OA against them with your bow (nice stance btw), the orc thus gets an oa against you as well.
attriel
16th July 2009, 12:47 PM
Cussing is a free action, Dirk, so go ahead.
And your actions look fine, once we get there ;)
attriel
16th July 2009, 09:35 PM
Well, I was going to post the next set of actions, but I like being able to see the map when I do that.
Going forward, I'll try to grab prints of the maps as attachments or something, so we don't keep ending up wih people out in the cold by firewalls and downed servers :o
DinbinFanfoom
16th July 2009, 10:51 PM
Fia quickly follows up with her own blast of noise (26 vs F1 H, 13 vs F2 M, 26 vs F3 H, 15 vs F10 M), blasting their eardrums for 11 damage apiece and pushing them back and away. There's no reason for it to not hit #10, so I'm including it in the blast But she takes a quick hit from Orc 3 at the same time (19 vs AC, 16 dmg, Bloodied) Orc 1 is in D3, Orc 3 is in E3 now after push
The blast is a 3x3 square with one square adjacent to Fia. As such, there was no way to hit orc 10 without hitting Belvar too, unless I target D4-F6. That's why I didn't move the blast one west and hit 10. Also, I don't think Orc 3 gets an OA on Fia; close blast isn't a ranged spell (it technically starts IN Fia's square) and so doesn't trigger OA's. Correct me if I'm wrong. Sorry for all this.
attriel
17th July 2009, 07:38 AM
The blast is a 3x3 square with one square adjacent to Fia. As such, there was no way to hit orc 10 without hitting Belvar too, unless I target D4-F6. That's why I didn't move the blast one west and hit 10. Also, I don't think Orc 3 gets an OA on Fia; close blast isn't a ranged spell (it technically starts IN Fia's square) and so doesn't trigger OA's. Correct me if I'm wrong. Sorry for all this.
Ah. Each Creature vs Each Opponent. OK, that explains that. OK, I'll redact the Orc 10 bits.
As for the OA ... Ah, close vs area, OK. I figured a 3x3 area of affect qualified as an area attack :o I'll redact that too then
attriel
18th July 2009, 11:46 PM
Dirk, Fia is posting for the action immediately following yours. Everyone else goes before you go again, so it might change some, FYI
Our PnP session was today and we just got back from picking up DK, so I'll see about posting in the morning.
DirkDarkBlade
19th July 2009, 07:29 AM
I can retract my action and wait if you wish. I knew I'd be gone yesterday all day and didn't want to hold up the game (same reason I posted early on Friday).
attriel
19th July 2009, 09:59 AM
nah, it's OK. Just wanted you to be aware that the situations might change
DirkDarkBlade
19th July 2009, 12:03 PM
Hey I forgot I rolled a 1...I really don't mind retracting my action and trying again (hehe).
attriel
19th July 2009, 10:45 PM
Question:
For mobs that have gone down -- should I update the sheet to say "Dead" where it currently says "Bloodied", or should I have them just come off the list?
Trying to figure out what would work best for everyone. right now the sheet never lists the mobs as going down. They stay bloodied (I think it's an effect of me saving it to google spreadsheets instead of using excel, b/c I think greebo had repaired that in his version). Either way I need to update it, so figured I'd give you guys the option of seeing them as dead or just having them vanish from the listing.
drathos
19th July 2009, 10:54 PM
Isn't that what you're doing now? Currently Orcs 6 and 10 are in the list showing as dead.
attriel
19th July 2009, 10:57 PM
Currently I'm manually editing the listing. I think Orc 6 has disappeared once or twice when I deleted him instead of remarking him. Either way, I do it manually currently and that annoys me.
DinbinFanfoom
19th July 2009, 10:59 PM
So far playing a wizard seems to be a lot like what I imagine being a sheepdog must be like. :D
Kiir
19th July 2009, 11:03 PM
FYI Belvar can as a minor I believe, turn his 2 regen into 10 hit points instead, since he is getting the regen being bloodied. It would add a nice increase to his hit points plus his healing surge and can only be done while he is bloodied.
drathos
20th July 2009, 12:20 AM
I'll let it tick another round or two, then trigger it for maximum effect. Right now, the tick for this turn and my second wind would put me at 23/30.
Greebo
20th July 2009, 09:32 AM
I don't recall making them say "dead", but I might have...or maybe Sagar or ES did that and I incorporate it. I dunno.
Anyway if you delete the name, they vanish from the output.
DirkDarkBlade
20th July 2009, 03:06 PM
Err someone said Dirk would need to shift in order to gain CA, but I don't see where I'd shift to gain CA over Orc2 (or I'm missing something).
On listing the dead enemies. I could see doing it either way, and I'd be fine either way so really whichever is easier for Atty to handle. Its nice to see the foes that are conquered but it might also be easier to see who / what is remaining if they weren't listed. How is that for a Charlie Brown answer?
DinbinFanfoom
20th July 2009, 03:07 PM
Just a reminder... foes that failed their save vs slow the first time (and fell asleep) and later made their save and woke up... still have to make a second save vs slow to get unslowed, IIRC. At least, I think that's how Sagar did it in game 3...
Kiir
20th July 2009, 03:12 PM
Murgos if you shift to B2 you will have combat advantage against orc2. Because it is the square directly opposite the square Belvar is in.
DinbinFanfoom
20th July 2009, 03:15 PM
Murgos if you shift to B2 you will have combat advantage against orc2. Because it is the square directly opposite the square Belvar is in.She means B6, I think.
drathos
20th July 2009, 03:15 PM
B6, not B2. B2 puts him up in some shrubs with nothing to attack.
Greebo
20th July 2009, 03:16 PM
He could attack the darkness!
DinbinFanfoom
20th July 2009, 03:16 PM
He could attack the darkness!
He could also make like a bear!
Kiir
20th July 2009, 03:24 PM
Yes I meant B6, I just transposed the 2 from orc 2, into where I meant to put the 6.
drathos
20th July 2009, 03:41 PM
He could attack the darkness!
But he doesn't have magic missle..
DirkDarkBlade
20th July 2009, 04:24 PM
So I could slide (tumble skill) one square to B6 (move action) (actually with my tumble skill I could slide to D6 if that would set me up better for future battles afeter Orc 2 is dealt with). Then Attack (standard action) and sneak attack (CA action). And still speak ill of his parrentage in one turn?
And by Sliding not incur an oppurtunity attack from the critter?
Dirk is not afraid of the dark (one of the few things I am not afraid of either) so he'll leave someone else to attack that.
Just making sure I understand before I post my action.
Kiir
20th July 2009, 04:28 PM
NO need to use the tumble skill to slide. You can move 1 space, ie slide without provoking an OA. So as your move action you slide to B6, then attack and get to use your extra sneak attack damage since you have Combat advantage.
Greebo
20th July 2009, 04:29 PM
There is no "tumble" skill in 4e. "Shift" is the type of move that all players can use to move 1 square per turn without provoking an Opportunity Attack.
Slide is a type of forced movement, as are push and pull. You cannot "slide" yourself - someone else can force you slide.
DirkDarkBlade
20th July 2009, 04:50 PM
I picked Tumble as a skill (Its listed as a utility power) I got it because I'm trained in acrobatics as a Rogue skill. The skill is listed as "you can shift a number of squares equal to one-half your speed."
drathos
20th July 2009, 05:46 PM
Since you only need to move one spot, you can use a standard shift.
Zyzzyx
20th July 2009, 05:53 PM
A'right, got back this afternoon, just finished catching up on reading the action.
Wow... that stance for Marcus is great. OK, so it presented some technical discussions, at least for the prone part, but holy heck... looks like I got to fire off quite a few OAs at critters moving in. :)
Zyzzyx
20th July 2009, 08:36 PM
Not to piss off Fia anymore in this early morning wakeup, but note that Thunderwave targets "each creature in blast", not "each enemy".
Thus it'll target allies as well. At least, that's how I read it. One reason I didn't go with it for Solak.
DinbinFanfoom
20th July 2009, 08:38 PM
Not to piss off Fia anymore in this early morning wakeup, but note that Thunderwave targets "each creature in blast", not "each enemy".
Thus it'll target allies as well. At least, that's how I read it. One reason I didn't go with it for Solak.She knows. She's been careful... thusfar. :D
attriel
20th July 2009, 08:39 PM
Not to piss off Fia anymore in this early morning wakeup, but note that Thunderwave targets "each creature in blast", not "each enemy".
Thus it'll target allies as well. At least, that's how I read it. One reason I didn't go with it for Solak.
Yeah, I made that mistake once, trying to recenter it for her :o
Din seems to be aware of that failing
drathos
20th July 2009, 08:45 PM
Maybe I'm misreading the thread, but wasn't Dirk's 1 roll on the previous round? I don't see an action for him this round.
attriel
20th July 2009, 08:47 PM
No, he just posted his this round action immediately afte i resolved his last round action. It just took 2 days to get to the point of using up that post :o
DinbinFanfoom
20th July 2009, 08:51 PM
Yeah, I made that mistake once, trying to recenter it for her :o
Din seems to be aware of that failingIt's working really well in the outdoors so far. Indoors... we'll see. :D
drathos
20th July 2009, 09:31 PM
I thought Orc 1 was prone (and possibly slowed from Din's post in the other thread). How did it get up, move to me, and hit me?
DirkDarkBlade
20th July 2009, 09:36 PM
Yeah, I'm still figuring out this post your action per round thing. I was worried about holding folks up because I have been busy at work and afk a lot so I posted my actions early (at the first chance). I've learned that it is better to wait.
DinbinFanfoom
20th July 2009, 10:15 PM
I thought Orc 1 was prone (and possibly slowed from Din's post in the other thread). How did it get up, move to me, and hit me? Thunderwave knocks them away 3, but not over. The "unconscious" was a leftover... he woke up last round, or the one before. Fia knocked him away 3 last turn, but he ran back into the fray this turn, but the net effect is that he took damage and had to use up 3 move to get back in the fight.
drathos
20th July 2009, 10:22 PM
He woke up last turn, but was still prone. This turn, he would have to stand up (move) and move 3 spaces to get to me (move). If he was slowed like you said before, he wouldn't even be able to reach me (speed reduced to 2). And there's still the attack after the double move.
DinbinFanfoom
20th July 2009, 10:26 PM
He woke up last turn, but was still prone. This turn, he would have to stand up (move) and move 3 spaces to get to me (move). If he was slowed like you said before, he wouldn't even be able to reach me (speed reduced to 2). And there's still the attack after the double move.Actually, you are right. This turn he woke up (at the end of his turn, having made his save vs unconsciousness) but was still prone. Then Fia skipped him across the clearing and into the woods. Then he would have had to stand up before moving. The save vs slow is a whole other kettle of fish... I'll try to keep better track of it next time.
attriel
20th July 2009, 10:50 PM
unconcious: no, saved last turn
prone: yes, oops
slowed: no, part and parcel of the one save
DinbinFanfoom
21st July 2009, 08:49 AM
Don't forget to max your damage for that first hit, Zyx.
drathos
21st July 2009, 09:49 AM
and any bonus damage your bow does on crit
edit: nm. just looked up your bow. no extra crit damage
Greebo
21st July 2009, 10:10 AM
and any bonus damage your bow does on crit
edit: nm. just looked up your bow. no extra crit damage
Its a greatbow +2 right?
All magic weapons give extra damage on a crit - 1d6 per + is the norm:
All magic weapons and implements deal one
or more extra dice of damage on a critical hit. The
number of extra dice is equal to the item?s enhancement
bonus, and the die rolled depends on the
particular weapon or implement. (The normal critical
die is a d6.) Unless noted otherwise, the damage type
of this extra damage is the same as the normal damage
type for the weapon.
So a Greatbow +2 (Distance) would do 14+2d6 (1d12 maxed +2 + 2d6 crit dmg)
drathos
21st July 2009, 10:16 AM
Looks like an issue with the character builder and the compendium, then. Distance weapon doesn't list a critical bonus, unlike the rest of the magic weapons. it just has the enhancement and the range increase property.
Greebo
21st July 2009, 10:26 AM
Looks like an issue with the character builder and the compendium, then. Distance weapon doesn't list a critical bonus, unlike the rest of the magic weapons. it just has the enhancement and the range increase property.
It looks like they only include the critical info if it deviates from the standard. Bad call, IMO.
Zyzzyx
21st July 2009, 01:19 PM
Oops. Been so long since a crit hit, forgot 'bout that part.
So... would I have killed him without the crit?
attriel
21st July 2009, 01:37 PM
Oops. Been so long since a crit hit, forgot 'bout that part.
So... would I have killed him without the crit?
No.
Zyzzyx
21st July 2009, 01:45 PM
Ha! Whew... that would've been... interesting. What with me only being at 11hp.
attriel
21st July 2009, 02:40 PM
Making sure that my changes didn't break anything. Mostly should just label the NPCs as dying and move them to the bottom of the list; that way they can be tracked, but aren't in the middle of the order.
trying it out. I might just go with Greebo's suggestion of deleting the dead critters since the list can be pretty long ...
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used29Belvar13/602111-Bloodied; Regen 222Orc 129????-?22Orc 257????Bloodied; ?22Orc 370????Bloodied; ?22Orc 423????-?21Orc 50????-?21Orc 611????Bloodied; ?21Orc 717????Bloodied; ?21Orc 812????Bloodied; ?15Marcus11/48408-Bloodied; Regen 2Spitting Cobra, Hunter's Bear12Orc 974????Bloodied; ?12Althaea50/5001110Regen 2Healing Flood, Shielding Fire10Dirk22/46018-Bloodied; +1 FRW, Regen 2, 4 Resist AllSword10Fia28/38417-Regen 2Sleep5Orc 1092????Bloodied; ?
vs
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used29Belvar13/602111-Bloodied; Regen 222Orc 129????-?22Orc 257????Bloodied; ?22Orc 423????-?21Orc 50????-?15Marcus11/48408-Bloodied; Regen 2Spitting Cobra, Hunter's Bear12Althaea50/5001110Regen 2Healing Flood, Shielding Fire10Dirk22/46018-Bloodied; +1 FRW, Regen 2, 4 Resist AllSword10Fia28/38417-Regen 2Sleep22Orc 370????Dying; Bloodied; ?21Orc 611????Dying; Bloodied; ?21Orc 717????Dying; Bloodied; ?21Orc 812????Dying; Bloodied; ?12Orc 974????Dying; Bloodied; ?5Orc 1092????Dying; Bloodied; ?
Zyzzyx
21st July 2009, 03:45 PM
If they're going to be at the bottom of the list, how about blanking out their initiative number? Or replacing with a --.
attriel
21st July 2009, 06:09 PM
If they're going to be at the bottom of the list, how about blanking out their initiative number? Or replacing with a --.
because thats harder?
i'll lookit tomorrow
(code freeze leaves so much time)
Zyzzyx
21st July 2009, 09:52 PM
OK, so question to the DM regarding rolling a natural 1 on an encounter or daily power.
Are you willing to handle it as Sagar is in G3 and that while it is an automatic miss, that power is not considered used up?
(and if I'm totally remembering wrong for G3, I'm sure someone will correct me)
attriel
21st July 2009, 09:54 PM
OK, so question to the DM regarding rolling a natural 1 on an encounter or daily power.
Are you willing to handle it as Sagar is in G3 and that while it is an automatic miss, that power is not considered used up?
(and if I'm totally remembering wrong for G3, I'm sure someone will correct me)
No. Sometimes life shoves a quarterstaff up your bum :o
Dailies usually have a miss effect, and since some of the powers actually state that they are not expended on a miss, it seems reasonable to me that the rest are.
Zyzzyx
21st July 2009, 10:02 PM
Okies... I'm totally fine with that. Just needed to check.
Shiz
21st July 2009, 10:27 PM
Any Daily with the "Reliable" keyword is not expended on a miss.
attriel
21st July 2009, 10:31 PM
Well, once Orc 9 (the Eye of Gruumsh) and 10 (the berserker) were down, it was a numbers game.
And with Marcus' minion killer in effect, the numbers didn't last long :o Frankly, once 9 fell, it was all over but the stabbing. I could have just called for ANYONE to sacrifice a surge to end it, since really that's all it cost to take out the last few orcs :)
The minion killer kindof rearranged that encounter a bit.
Anyway, I've got to look through the thread to figure out the ACCURATE surge count. Need to keep that updated regularly ...
Zyzzyx
21st July 2009, 10:36 PM
:biggrin:
I'm wanting to go back through and see how many hits/dmg I pulled off with that stance.
Already looking to L6 and possibly a feat that gives +1 atk/dmg on opportunity attacks. :twisted:
DinbinFanfoom
21st July 2009, 10:41 PM
Yup, that was fun. Well played, all. Thought they were gonna eat you for a bit there, Marcus!
drathos
21st July 2009, 10:44 PM
Looks like just 2 surges spent by Belvar. Thought it'd been 3, but the heals from Althaea didn't expend surges from what I can tell.
Zyzzyx
21st July 2009, 10:59 PM
Well, I'll admit to some definite stupidity in the beginning. Completely blanked out about OA on a ranged attack, even if it is an OA itself. Oops. And gotta remember that stance is only a 5 range, I initially was thinking it was 10.
DinbinFanfoom
21st July 2009, 11:02 PM
I think Fia only has to surge once.
Shiz
22nd July 2009, 08:24 AM
Looks like just 2 surges spent by Belvar. Thought it'd been 3, but the heals from Althaea didn't expend surges from what I can tell.
I thought shaman heals spend surges like other heals, but the +1d6 to someone adjacent to the beast does not.
Greebo
22nd July 2009, 08:30 AM
I thought shaman heals spend surges like other heals, but the +1d6 to someone adjacent to the beast does not.
Correct
Interestingly, the artificer (Eberon Players Guide) does not expend a healing surge from the target or from himself.
Instead, he creates his healing concoctions at the start of the day, and when he uses them, after a short rest, ANY member of the party may spend a surge to replenish his concoction. Thus the wizard who never gets hit could help contribute to the party healing.
Of course, if no party member is willing, then the artificer is out of heals.
Kiir
22nd July 2009, 09:17 AM
I thought shaman heals spend surges like other heals, but the +1d6 to someone adjacent to the beast does not.
Right, but the regen and stop it to regain 10 hit points also doesn't spend a surge. I used my two surge heals on Marcus, and my third backup one failed to hit so the surge from it wasn't used.
attriel
22nd July 2009, 10:14 AM
Hey, DK's sick and I'm home to help out with sick toddler. My uninterrupted access to look things up is limited. When he goes down for nap, I'll see if I can't post then
attriel
27th July 2009, 11:27 PM
Honestly, guys, the "sneak by the orcs" and the "how do you want to come up to the castle" are two different aspects. I'm not trying to trick you into walking in front of the Orc Firing Squad as they do a 21-gun salute.
I just wanna know if you're going up the front walk or trying to sneak in over the dilapidated walls.
DinbinFanfoom
27th July 2009, 11:33 PM
I just wanna know if you're going up the front walk or trying to sneak in over the dilapidated walls.My "cunning plannnnnn" as King Julian would say, was to get close enough to teleport up onto the ramparts (Fia's utility has some spiffy range... 120', why not straight up?) and then open the gate for the rest of you guys. Now if the ramparts were full of slavering orcs... things might get wierd. If the orc camp and the castle are separated somewhat, skirting the likely-militant army to get to the wonder-if-anyone's-home? castle is probably prudent.
Though it did cross my mind to try to bluff them if caught: "Hey, a whole bunch of warforged guys that are two days THAT way told us to come tell you they think you're a bunch of pansy-orcs. They threatened to kill us if we didn't come. You probably shouldn't let them get away from that."
But a +5/14 bluff/diplo skills vs 118 insight checks would still... be shaky. :D
DirkDarkBlade
28th July 2009, 12:23 PM
Dirk's natural reaction would be to sneak around back and over the delapidated ramparts in the shaddows and waiting until after dark....But that is likely a professional hazzard he just needs to over come.
drathos
28th July 2009, 02:21 PM
Darkness would, presumably, make it easier to approach unnoticed. If that's what we want, it leaves 2 questions.
Front entrance or scale a wall?
Where to wait til dark? (sounds like it's noonish now)
How close to the main entrance bridge are the orcs? Is the encampment down in the "gap" that we would have to cross?
sorry if these are stupid/already answered questions, but I'm really tired and probably not even working at 50% mental capacity today..
attriel
28th July 2009, 06:56 PM
I'm tired too. For instance, I swear I remember typing up a response to this before ...
Anyway, the orcs are 30 minutes, maybe an hour, behind you. The ex-moat is empty, except for scrub, bushes, trees, stone golems, the usual.
drathos
28th July 2009, 06:58 PM
Ah.. That would make waiting til dark to sneak in a slightly less important..
DinbinFanfoom
28th July 2009, 10:16 PM
Stone golems, eh? :D
drathos
1st August 2009, 08:33 PM
Seeing as how I'm currently holding the portcullis open, we have a question of which side we want to be in right now. If we want to be on the other side (where I'm guessing the skittering is coming from) I guess I should hold my action to let Fia go before me and get through.
attriel
1st August 2009, 10:04 PM
Yes, the noises are coming from the far side of the portcullis.
DinbinFanfoom
1st August 2009, 10:14 PM
Could always drop the portcullis. Maybe they have no ranged attacks. I assume we can shoot through the gate...
attriel
1st August 2009, 10:30 PM
Yes, the bars are far enough apart to shoot through. I'll also allow piercing attacks.
DirkDarkBlade
2nd August 2009, 07:38 PM
If the group decides to drop the gate and use ranged attacks the only range I have is thrown daggers. I could attempt to use my stealth skill to blend in , and/or try to see what is on the other side.
In any event I'll be keeping my cloak of distortion around me (-5 to ranged attacks over 5 squares away). (+1 Reflex and Will too).
What would you like Dirk to try?
Kiir
2nd August 2009, 07:45 PM
I think drop the gate and see what shows up, with ranged we should be okay and dirk can always pierce with his dagger through the bars.
attriel
2nd August 2009, 10:14 PM
So, whats the call folks? Is Belvar holding it up while you all scurry under into the clutches of ... whatever it is?
Or are you dropping the gates to keep it from getting to you?
drathos
3rd August 2009, 07:59 AM
I'm fine with dropping the gate, but I've only got 5 handaxes on me for ranged (methinks greataxes fail at 'piercing attacks')
Perhaps I should get a sword as a backup in case of situations like this..
DirkDarkBlade
3rd August 2009, 08:03 AM
Did anyone remember to bring the C4? or do any of the magical types have fireball?
Of course we don't know for certain yet that the scurrying sounds are bad guys yet.
DirkDarkBlade
4th August 2009, 08:30 AM
OK here is my thought but to make sure I am understanding correctly I thought I'd post here and see if I'm right (or if not what adjustments I should make).
Dirk would use tumble to slide to G9 (so he'll be on the far side of the Iron Defender and thus have CA) as a move action. Then Use Riposte strike and sneak attack as the standard action. As a free action he'd try and see if he knows (or is related) to the halflings who are attacking (free action?).
Can I do all that as one turn?
Greebo
4th August 2009, 08:47 AM
You shift, not slide. Slide is forced movement by someone else. Shift is movement w/o provoking OA.
You shift 1/2 your speed - 3 - but you can't shift thru enemies w/o a power that enables it, so you can only get to G8.
Then you have combat advantage (flanking) so your ripose strike gets the benefit of sneak attack damage - but sneak attack isn't actually part of the attack - its just an after effect.
attriel
4th August 2009, 09:03 AM
Yep. I didn't actualyl look up tumble, but I'll believe Greebo's reading of it. And G8 still gives you the flank, with Marcus rather than Fia.
Then a nature, history, or arcana check on the critter.
attriel
4th August 2009, 06:25 PM
Z -- Spitting Cobra is your daily isn't it?
Zyzzyx
4th August 2009, 08:27 PM
Yes it is, and as I read that I realized that its not been but since this morning that we fought the orcs. Retract that one then.
Um... are we still the same day?
attriel
4th August 2009, 09:13 PM
Nah, that was yesterday. I was testing people's skills out withthat
Zyzzyx
4th August 2009, 09:33 PM
OK, so... yeah. Need to practice with it I guess, see at what point it doesn't have worthwhile returns on usage. So... I'll stick with using it then. Might not be that great for this encounter, but... need to learn that sometime.
DirkDarkBlade
5th August 2009, 08:24 AM
Are the halflings not shown on the map? Or are we not fighting the halflings. I thought the halflings were being guarded by the things we are fighting.
drathos
5th August 2009, 08:34 AM
The halflings aren't really halflings.. It's the Harrier's on the map. Defenders are the dogs
attriel
5th August 2009, 09:12 AM
The Stone Harriers look like halflings, but are not, in fact, halflings.
sorry for that confusion
DirkDarkBlade
5th August 2009, 12:04 PM
OK I have a technical question I think. I have an encounter power called Second Chance. that is supposed to force the enemy to reroll his attack and use the second roll even if it is lower. It is listed as an immediate interrupt action.
My question: Is this something I have to post after Attriel posts the actions (and he'd have to recalculate)? Or does it kick in automatically the first time I'm hit in an encounter? Or do I have to state during my action that "If I'm hit I intend to use the Second Chance Power"?
I just wasn't sure how this one works in the game mechanics.
And no problem on the confusion about the halflings. Dirk will stop worrying that he is fighting cousin Ernie and dive back into battle.
Greebo
5th August 2009, 12:18 PM
You have to tell Atty when you want to use it.
DirkDarkBlade
5th August 2009, 12:28 PM
You have to tell Atty when you want to use it.
OK but before the attack or after I see that I'm hit?
Kiir
5th August 2009, 12:30 PM
OK but before the attack or after I see that I'm hit?
After you see you're hit.
Greebo
5th August 2009, 12:34 PM
OK but before the attack or after I see that I'm hit?
How would you know you had been attacked before the attack happens?
attriel
5th August 2009, 12:38 PM
You can say "If I'm hit, I wanna do this" or after you see you got whacked you can say "ooh, re-roll that!!!"
Marcus already has me re-doing half my actions anyway, why not a few more!
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