Exploding Garrmondo Weiner Interactive Swiss Army Penis

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Zergrinch Aug 9, 2010 09:50 PM

I am up front about wanting to kill you (not immediately, but at some point). No reason why "killing" should only apply to your characters' bodies, right? :)

Sarag Aug 11, 2010 09:11 AM

Quote:

Spamming Throw and Stab won't work as well now. Don't forget Hurling Charge works just like how Throw and Stab used to be, before the nerf.
Also, you can always do a charge (Standard) and tack on Marauder's Rush to it. It's rather potent: 1d6+10, PLUS 1d6 for charging and 1d6 if enemy was at full HP.
Wait, so I can do a basic charge, then a marauder's rush at the end of it? That's pretty cool. But I'mc onfused. For an attack that includes a charge (Hurling charge), I use the extra charge to convert into Marauder's Rush, not tack on at the end. So instead of Hurling Charge -> Charge -> Marauder's Rush, it's just Hurling Charge -> Marauder's Rush. So what's the difference here?

Zergrinch Aug 11, 2010 09:46 AM

It IS tacked on, and not a "conversion".

"Charge" is an allowed combat move. You're familiar with the mechanics - it's a Standard Action where you move your speed towards your opponent, and attack it with a melee basic attack. Charging gives +1 bonus to attack rolls, but come with a provision that you should (a) be at least 2 squares away; and (b) move directly towards your opponent - i.e. the number of squares should decrease every step you take.

What Marauder's Rush does is, whenever you do a Charge, you can use it instead of the melee basic attack.

So, you could always Charge as a standard, and then use a Melee Basic Attack OR Marauder's Rush at your own discretion. It inflicts way more damage - so of course Marauder's Rush is preferable.

Hurling Charge operates the same way as the old Throw and Stab. You attack with a ranged throw, and then you get a free charge. Charges come with a free attack. And Marauder's rush can be substituted for a free attack that's due to a charge.

The game designers nerfed Throw and Stab by simply changing the free charge to a free move. Now, you can't use Marauder's Rush because the melee basic attack doesn't come at the end of a charge (see the Special line on your Marauder's Rush attack card at the wiki).

So, the sequence for Hurling Charge is basically:
Throw >> Charge >> Melee Basic Attack / Marauder's Rush

(Next up, teaching lurker to take advantage of flanking positions. But that's something for another time, kekeke)

Sarag Aug 11, 2010 10:52 AM

No, next up is how damage works!

I'm looking at your math and I'm looking at my math and numbers aren't adding up. Are you applying my armbands of +2 brutality to each melee attack? As I understand it both from the character sheet and from your explanation, Marauder's Rush is a melee, but I don't see it added there. Maybe I'm looking at the wrong thing though?

Also I love how my rolls were universally shit but since I had so MANY of them I still wound up doing hella damage.

Zergrinch Aug 11, 2010 06:44 PM

Your armbands have been applied already. Here's an example dissection of Marauder's Rush damage.

The power specifies that on a hit, damage equals 1W + Strength modifier + Wisdom modifier.
  1. Your Weapon, a short sword, inflicts 1d6 damage. Different weapons inflict different damage (the heaviest you can wield with both hands doubles it to 1d12)
  2. Your strength modifier is 4
  3. Your wisdom modifier is 2
So base damage is 1d6+6

To that we add:
  1. Damage Seeking Short Sword enchantment bonus (+2)
  2. Iron Armbands of Power item bonus (+2)
Ending up with 1d6+10.

To that, we add in a couple of your situational modifiers which applied to the previous attack:
  • Your Manticore's Fury feat gives +2 when you hit an enemy with alternating melee and ranged attacks within 2 consecutive turns.
  • Your Horned Helm gives you +1d6 when you hit with a charge attack.
  • Hunter's Quarry dishes out +1d6 damage to any attack of your choice. I included this with your first attack (Hurling Stab), though you're free to specify which attack you want this added to if necessary. (Let's say, suppose you think Throw and Stab will kill an enemy without the bonus, so you apply the quarry damage to the basic attack on another enemy.)
There are a couple of situational modifiers which did not apply previously, but might come into play later on:
  • If your enemy is undamaged, hitting it with melee first gives +1d6 damage (I rolled 2d6 for raven damage on your first Throw and Stab, instead of 1d6)
  • Thanks to your Gauntlets of Blood item, if your enemy is bloodied, you deal +2 damage.
It is entirely possible that due to the amount of situational modifiers you have, Ebony's 'miss' turns out to be a hit (you have quite a bit of conditional attack roll bonuses too), or maybe I neglect to add +2 or 1d6 damage. If this happens, just holler.

Additional Spam:
Quote:

Originally Posted by Shin (Post 765913)
Also, I'm sure you remember but the wolf is currently has combat advantage against the halfling. Remind me again what that actually does?

Gives wolfie +2 to attack rolls against it.

But it's a tame wolf. The traits that allow it to get combat advantage from Ebony's presence won't function until you have the Mounted Combat feat :)

NOW... if Ebony were flanking the halfling at W10, it would be a different story. But he isn't, so...

I'm scratching my head, wondering why Ivory doesn't unleash fiery hell on ravens, especially when the blinded condition does not affect area or burst attacks.

Fluffykitten McGrundlepuss Aug 12, 2010 02:49 AM

Because concentrating on one enemy at a time is the best way to win any fight. Have you never played an SRPG? The key to victory is reducing the damage received each turn, trying to kill eeverything at once gets you boned, ganging up on one at a time wins the fight and the halfling's about to die and the ravens have been drawn in so Ebony can flank them in a single turn.

It doesn't mention that the Combat Advantage trait needs a rider at all you know, only the trait that gives it's rider combat advantage or something needs a trained rider, the Dire Wolf just gains CA against any enemy with an ally next to it is how I'm reading the card.

Zergrinch Aug 12, 2010 02:52 AM

Ah, focus fire. Fair enough!

The card you have is basically what I use to hit you with. I'm willing to let you do that to me, but you have to pay for it with a feat.

Ehhhh you know what? You're absolutely right. Combat Advantage is in effect; Pack rider is not.

Zergrinch Aug 13, 2010 09:10 AM

Lurks, Hurling Charge is an encounter power. Once per encounter only. :(

Sarag Aug 13, 2010 09:45 AM

FUCK. I r dumb. Sorry, will fix.

Fluffykitten McGrundlepuss Aug 14, 2010 05:03 PM

Zerg, can the ravens keep scattered indefinitely? Combine that with an aura and you can basically automatically kill anyone you want (Slowly). Also, can they not be attacked or just not targetted?

Zergrinch Aug 14, 2010 06:57 PM

It's not indefinite. In fact, there's a strict stipulation on when they reform, and where.

Besides, it's like the huge swarm's not there. No opportunity attacks or aura while they're scattered like this.

They cannot be attacked while scattered. Neither can they attack.

Zergrinch Aug 15, 2010 08:45 AM

Unlike Pang's game, which has a rather large reserve list, this iteration doesn't have a lot of people waiting in the wings. So, I am introducing a way to expedite things that will hopefully speed things up (but won't be fatal).

:savepoint: NEW HOUSE RULE :savepoint:

This takes effect after the raven/prowler battle.

In combat, if you resolve your action within 24 hours after my turn ends, you gain a free +1 token! I will be checking this with post timestamps. Note that the *completed* post (standard/move/minor - posts that delay your turn are not counted) must be in place already - not just a placeholder post. Depending on balance issues, I reserve the right to shorten or lengthen the 24-hour period as I see fit. Any such rule change will not take effect until a new battle starts.

If your turn occurs after your fellow player, and he/she will probably not make the deadline, you may go ahead and post. There's only two player characters - it won't confuse me at all.

The +1 token can be redeemed during your turn to give you a +1 token bonus to any of your dice rolls. You can trade in three +1 tokens to gain a +2 token, which does the same thing, except that it gives a +2 bonus.

One dice roll can only be augmented by one token. Token bonuses do not stack, and if you use a +1/+1 and +2/+2 token on the same dice roll, only the higher bonus will apply.

You can trade three +2 tokens to gain a free roll (roll a 1d100) on the divine wheel of fun blessings. Fun blessings are all guaranteed to have positive effects, always. Once you use up a blessing, it returns to the wheel. To keep the wheel fun, its contents shall be a mystery!

Using +1/+2 tokens in battle is a minor action. Using blessings are normally free; however, some blessings may specify the type of action required to gain their benefits when using them.

Examples!

Deep Reserves
I Can Do That, Too!

Unless explicitly stated in the text I provide you, tokens and blessings are not transferable. Only the one who earns it gets to use it.

You may only have up to ten of each token at any one time. No hoarding!

Finally, please post the use of tokens and blessings in the game thread. To redeem the blessing, make a 1d100 roll in this discussion thread.

The unmovable stubborn Aug 15, 2010 08:49 AM

Not only have you made the PC's lives easier, you have given lurker more rules to remember. :mad:

Also I have a plan to ease some of the excessively long wait times in my backup queue, but I can't put it into practice until the current adventure finishes.

Zergrinch Aug 15, 2010 08:50 AM

Are you saying she can't handle it? :3:

Besides, if posting trends remain as they are, Ebony probably won't even get to see a token.

The unmovable stubborn Aug 15, 2010 08:53 AM

You baby these two. The other day Shin had the temerity to ask what combat advantage did and you didn't even backhand him.

THEY'RE NOT GONNA BE READY. THEY'RE NOT GONNA BE READY WHEN LIFE ATTACKS

Zergrinch Aug 15, 2010 08:54 AM

I ARE NICE MONTY HAUL DM!

Would it not be fun to give them a dose of Pang-reality once they rotate back into your universe?

The unmovable stubborn Aug 15, 2010 08:59 AM

Quote:

Originally Posted by Zergrinch (Post 766303)
I ARE NICE DM

http://www.saxypunch.com/missile/sklap.png

Fluffykitten McGrundlepuss Aug 15, 2010 04:37 PM

Quote:

Originally Posted by Pangalin (Post 766302)
You baby these two. The other day Shin had the temerity to ask what combat advantage did and you didn't even backhand him.

THEY'RE NOT GONNA BE READY. THEY'RE NOT GONNA BE READY WHEN LIFE ATTACKS

In my defence, Bob was never ever ever in a position to either grant or benefit from combat advantage save for when people were prone and back in them days we didn't roll any dice and need to know any rules.

Tokens sounds cool. It's really hard to kill things in DnD and it's pretty hard to get killed yourself. The vast majority of my paper rpg experience was with Warhammer Fantasy Roleplay and Rifts, both of which let you cut down swathes of bad guys with ease but leave you hilariously vulnerable to getting murdered yourself. A critical hit table that can leave you with an arm missing is proper hardcore.

Zergrinch Aug 17, 2010 11:05 AM

Yoo hoo. Lurrrrrrrrkerrrrrrrrrrrrrr

Spoiler:
Where arrrrre you~~~

Sarag Aug 17, 2010 11:21 AM

Quote:

Originally Posted by Pangalin (Post 766300)
Not only have you made the PC's lives easier, you have given lurker more rules to remember. :mad:

CHRIST I CAN BARELY REMEMBER WHO ANY OF YOU ARE, IS THAT MY FAULT

I POSIT: NO

In hindsight I should probably never play actual D&D with you, unless I'm allowed to make rules up as i go along. However, since I am no longer 6 years old, that probably won't hold my attention for very long, so there's that. :(

The unmovable stubborn Aug 17, 2010 11:43 AM

Ha, if I can manage to keep both Thud and Infernal focused on orc dorks for two hours I don't see you being any trouble.

Sarag Aug 17, 2010 11:49 AM

ROLL A D20 FOR GETTING UP TO GET A BEER

Zephyrin Aug 17, 2010 11:54 AM

This does not even excite me. We need GFF LARP.

I'll be any character that gets to crash through doors.

Sarag Aug 18, 2010 09:33 AM

Fuck it. Shin, Zerg obviously wants us to be as destructive as he is; let's just burn the lot down.

Additional Spam:
oh also zerg, two things:

1) Do I get a +1 token?
2) I am presuming that, if I were to move from being adjacent to the flock to moving away, I would provoke an opportunity attack. Is this a safe assumption, or are the rules for these kinds of enemies different?

Zergrinch Aug 18, 2010 10:04 AM

Token system starts after the battle.

And yeah, I do believe you treat a swarm as you would a large-sized monster with extra attributes. So, you would provoke an opportunity attack if you move away from a square, including adjacent ones, that are threatened by the ravens.

I can see now that swarms, even the ones before MM3, and even those at the party's level, are lethal. Wow.


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