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Damn Zerg, I must admit. I am impressed.
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Incredibly nice. Only complaint is that I'm overwhelmed with information when I look at it, because everything is so compact and easy to find.
I noticed there's not really a way to track multiple expenditures for powers that have multiple uses though. That's all I can really find. Good work, zerg. |
I've been exploring ways to port over the sheets for the Arena game in wiki format (the Excel page doesn't look very good IMO), so I guess that's the motivation right there.* If it's worth doing, it's worth overdoing right? :)
The technicolor is more of a placeholder, really. Definitely there should be some standardized color scheme. I've just finished tweaking the item template to my satisfaction, though I'm too lazy to type in Cal's items. Although I wanted to have a user-friendly layout, I concede it's biased towards the DM's benefit. Those sections are really only in place to make updating easier (no crazy scrolling or destroying the whole page when updating), and I wish there's a way to auto-hide the section list by default. Most frequently updated stuff all in one place (Inventory; Vital Statistics) as opposed to stuff which gets updated every level or so (Powers, Checks). Good point with the Multi-use powers. Here's how I was thinking it might work. Under resource tracker, indicate the number of times it can be used. Decrement every time it's used, until the power is spent. So, for healing word: Full: Healing Word (2/2) 1 used: Healing Word (1/2) Expended: Healing Word (2/2) I've suggested changing font colors (to black) to indicate power use, but it's also not the most intuitive. Since cell background is not an option, maybe a strikethrough? Blink? Maybe you folks can improve on it (it's a wiki after all). * |
Dang. Glenn hasn't had a decent initiative roll once since he joined the group.
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If you wanted maps all you had to do was ask. Most of my stuff I just find preconstructed by people far more competent than I, and then I dump a bunch of props on top. UnderLamid was more or less from scratch, but it wasn't exactly compelling artwork.
(Sea battles are basically easy mode, of course. Get boat model, put boat model on water backdrop. Enjoy beverage.) Quote:
On that note, everyone that isn't Cal will be entering the fight by coming from belowdecks. Therefore when your turns come around, indicate which square you're "spawning" in: I1, I3, I4, I5, R2, R3, R4, R5 or R6 (the warder in R3 will have moved by then, natch). Getting to the battle doesn't count against your movement for the turn. When the sailors enter combat they'll be under Zephyrin's control. http://www.saxypunch.com/missile/sailor.png In addition to that we have another volunteer-from-the-audience situation.* http://www.saxypunch.com/missile/Dal-ri-lar.png *Yeah probably Skills again but you never know. Bitches whine about the wait times, but they aren't interested unless they can be big-ass heroes. Pft. Additional Spam: http://www.saxypunch.com/missile/fis...s_fullzoom.png |
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oh yeah baby do you like it |
I assume the hard to starboard can't be performed unless the Cpt. is at the wheel?
Also, guh. Soldiers' initiative being so far away from mine doesn't help. Good thing I can at least place them. |
The captain or someone else who would know what the fuck "starboard" and "port" are. The sailors, and... Gra-fa-zut's got the Mariner background, that'll do.
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[09/10/2010 - 02:18:55] Colonel Skills: you think someone in the armed forces would know that [09/10/2010 - 02:19:08] ZephyrinKA: Army, shithead. I don't play in the water [09/10/2010 - 02:19:29] Colonel Skills: bow/stern is front/back [09/10/2010 - 02:19:37] Colonel Skills: port/starboard is left/right when looking at bow [09/10/2010 - 02:19:47] Colonel Skills: derp [09/10/2010 - 02:19:51] ZephyrinKA: derp [09/10/2010 - 02:20:58] Colonel Skills: easy way to remember [09/10/2010 - 02:21:03] Colonel Skills: port and left both have four letters [09/10/2010 - 02:21:17] Colonel Skills: this is assuming people in the army know how to spell, of course [09/10/2010 - 02:21:29] ZephyrinKA: so port is left as in, say, driver's side of a vehicle? [09/10/2010 - 02:21:50] Colonel Skills: wait did you really need clarification on the concept of left |
I guess port = driver's side of a vehicle in the U.S. should be a good enough analogy, since simply saying "left" or "right" is rather subjective depending on your viewpoint.
I'm not sure what you're going about, Skills. I agree with you. Just saying the port/starboard thing can be explained with that analogy. |
Yeah, he cut out that part of the conversation. :mad:
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When looking at the bow, you mental midgets.
And no this clearly doesn't include FLOATING IN FRONT OF THE CRAFT AT SOME ODDBALL ANGLE EITHER ZEPH it's a retard rodeo up in this bitch |
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Zeph, readying actions is a Standard Action. Just in case you didn't wanna spend an action point doing so.
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Yeahhhhh. I decided to check on that afterward. Guess I gotta spend points. Since it's a minor action, could I get a move out of it too? >_>
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Nope. Readying an Action is a Standard, no matter what type of action you're readying.
Also, you can only ready one action per round. As Gordok found out during the Framarth fight. --- Though, I guess Pang can house rule it if he wants to encourage more use of "Ready an Action" :) |
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I suppose there's something to that, but sticking up a HELP WANTED: PRETEND SAILOR LADY ad days in advance and then interviewing applicants strikes me as a bit goofy. Just because Skills got here first doesn't mean he gets dibs or anything, I don't really care who takes up the reins* when the turn comes around as long as it gets done.
*within reason, Zerg. |
I shall hope the turn comes up at an opportune time then!
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I'll let you have the next one, Shin, a'ight? I've already got a pretty good idea baking for this one.
Alternatively, trade turns. You can have the next one, etc. |
By all means carry on mate, your moves are generally pretty amusing. I imagine I'm not the only one who wouldn't mind a brief attempt to murder off the rest of the party now and then (By accident of course) though so was pointing out that you always doing it doesn't neccessarily need to be the status quo.
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Fuck it, just do it now then. I just did not want him moving BACK into the spot to attack me.
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You'll need two of the sailors to roll a successful Aid Another check (effectively a melee attack vs AC 10, no damage) and then the third sailor will need to make a successful Grab attempt (+3 vs Fort, with an added +2 bonus for each successful Aid Another for a maximum of +9 vs Fort if the grab user is flanking). If you can swing all that I'll waive the additional Standard you'd usually need to move grabbed enemies. |
Technically speaking, it's more like throw with a 'melee improvised weapon' than a pull that moves, if the quarry is to be thrown overboard by the end of the sailors' turns, right? :3:
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