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I say we open the other door first before setting the ice elemental free. That way we have more options should it turn out to be malevolent.
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Gotta give kudos to Zerg for switching to first person narrative after disguising himself as Scary Bob.
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Let's not waste an opportunity for a surprise round this time. Hopefully Garr's caught up to us by now, and we can both rush them.
Additional Spam: Also I just realized who Gordok reminds me of
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Over twelve enemies with an extra damage die, oi vey. I'm gonna suggest we do concentrated focus fire on each enemy, one at a time. Based on our previous experience with Helga, we're probably gonna have to swarm Framarth with melee attackers, since excepting that close burst thing, Helga's most debilitating attacks were ranged.
We're going against maybe 2 spinagons, 1 theurge, and at least ten duergar guards or scouts by the sound of it. If we get a chance to do a round of opportunity, I'd also suggest immediate use of action points for Glock, Gordok, and Gheth since this will hopefully be our penultimate encounter in this dungeon. Thoughts? |
Or you can save emergency measures until emergencies happen, I dunno. Also you might want to wait until we find out what's actually in the room before burning some of the extra attacks. =o
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Zerg, that square you moved to is behind a wall.
Unless! |
Hopefully I have a clear shot from two corners of that square :D
Rules lawyerin' I'm not sure about one thing though. The power card for Two-Fanged Strike says if both attacks hit, add wisdom modifier to damage. I'm not sure whether to include half my level to that, so I went conservative since 2 HP isn't terribly important. |
Leaving aside the question of Cal's line of sight (which just barely works, if we assume he's on tiptoe and leaning waaaay over), a more pressing issue is the fact that he's trying to shoot something whose turn comes before his.
Do you think the spined devil in B2 will patiently stay put for you, Zerg. |
YES, that's PRECISELY what I was hoping he would do :tpg:
Ok srsly I'll edit it to match whatever movement choices you decide to make! By the way, may I request a map of the room we're in? I may want to retreat further in future rounds, and want to make sure I don't retreat to a wall. |
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Skills, has informed me that the duergar recruits are minions. I feel silly for doing those calculations and cursing minions is are being very dumb thing hurrr.
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I actually referred to them as minions over AIM before my turn :tpg:
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Thanks for the map!
So, just so I don't shoot at things that are dead, is that B10 minion is still alive? Cuz Acer killed two, right, and there's no corpse? Also, if the answer is yes, does he provide cover to the devil? No question about it if Devil's on the ground, but he's floating in the air, so thought I'd ask. |
YES, ACER TOTALLY KILLED THAT GUY. HOW FOOLISH I WAS TO DENY IT. The devils aren't really that high up and you'll have to fire down the corridor to get to them, so yeah, standard -2 for ally cover. Out in the open room it'd be different. (I'm also giving you guys ally cover against the devils if it helps) |
It should help, but not against sweet attack rolls like you just did :)
Well guys, provided you can persuade the enemy to move closer by just a square per round, we'd be able to get nice 1d10+7 damage (lol, my basic ranged hits harder than my at-will) with a 50% probability! |
In retrospect, Zerg's suggestion to immediately panic may have been well-founded.
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That goes without saying, what with the additional damage die and the twelve or so enemies. We get bloodied after every successful single attack, so being pasted is probably a foregone conclusion if we stay and fight :(
Everyone... RETREEAAAAAAAAAAAAAAAAAAAAAAAAAT!!! Let's lure them to the bridge again! Pang will never know what hit him! |
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It might also have a little something to do with "battle in which we are badly outnumbered? time to THROW MORNINGSTARS AT THEM"
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And it's one thing to say 2 damage die and another thing to see it hitting 3 people 5 times in one round. And why does the warrior get a distance attack? :mad: |
It's not fair to blame Pang for having hot hit and damage dice rolls though, Skex. Though I do disagree with the additional damage die from day one, since I think it makes things too difficult for lower levels and too easy for higher levels. By upping damage AND inundating us with enemies, I'm pretty sure Pang wants to kill one or more of us in the Horned Hold. Let's spite him by surviving this :D
Garrmondo purchased his longbow with his hard-earned gold. You can have my (mundane) crossbow if you like. Just as soon as either of us can spare a minor :) Though with those gnolls right next to us, your melee attacks are probably more useful now. |
I always want to kill one of you all the time, Zerg. The balancing act lies in killing only one or two at a time.
But yeah, I didn't really anticipate how brutal the damage increase would be in the event that I rolled hot, since that never really happens. Taking someone from 95% health to 3 HP in 2 hits wasn't really part of the plan. I figure we'll stick with the 2x die system for the rest of this battle for the sake of simplicity (I'll go ahead and award extra difficulty XP to the survivors I guess) and then there are some other less rapey balance ideas I could try. |
Yeah.
Not like anyone crunched any numbers or presented any alternate cases over steam chat or anything |
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