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[DnD] D&D Arena Signups and Discussion
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Zergrinch
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Old Apr 27, 2010, 05:56 AM Local time: Apr 27, 2010, 06:56 PM #26 of 618
Lurks, you can't charge the captain from O11, though you can certainly charge Soldier 1 if you wish.

If you want to marauder rush the captain, you'll have to move to column 12 (and eat up an OA from him - note that you'll be eating one from Soldier 1 regardless because of the mark).

By the way, you might want to use that action point. It ain't gonna be carried over to the next fight.

There's nowhere I can't reach.
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Old Apr 27, 2010, 06:35 PM Local time: Apr 28, 2010, 07:35 AM #27 of 618
I initially said all consumables will be 6x the price. This has been rescinded. Tweak away to your heart's delight

(BTW 5,540 GP isn't a random number - it's based on character wealth assuming a normal treasure parcel, plus beginning cash of 100 GP, with a further assumption that all magic items can be sold at 100 instead of 20%. I wish to avoid a situation where newly-created characters are far more potent than characters who leveled up from much lower levels. We shall see if this avoids it, once I manage to kill off Ebony and Ivory )

This thing is sticky, and I don't like it. I don't appreciate it.
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Old Apr 27, 2010, 07:49 PM Local time: Apr 28, 2010, 08:49 AM #28 of 618
Eh, where are you getting that vibe from. Even if you do make the rolls and calculations, I still have to check them...

Still, I hold a vain hope that by the end of Ebony's journey, lurks will be able to make rolls and calculate damage like the best of them!

I am a dolphin, do you want me on your body?
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Old Apr 29, 2010, 04:50 PM Local time: Apr 30, 2010, 05:50 AM #29 of 618
I don't understand. These are level four enemies with an experience level that is 1 level below yours (thus ranked as "easy" in the DMG). I'm not actively out to kill you. Why do I have you on the ropes (i.e. drained your surges to probably half after the fight?)

I must clearly be doing something wrong

I was speaking idiomatically.
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Old Apr 29, 2010, 05:05 PM Local time: Apr 30, 2010, 06:05 AM #30 of 618
But I did say so. First post, right below the zoomed out map.

Alright, next time around I'll make terrain considerations more obvious.

I also declare the waters to have evaporated, and thus the only difficult ground remaining are the warforged corpses and the firewood!

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Old Apr 30, 2010, 11:03 AM Local time: May 1, 2010, 12:03 AM #31 of 618
Yep. Instead of attacking, he moved. So instead of 5, he was able to go by 10 squares (aka double-move).

As a rule most monsters don't have action points. Usually the exception is if they're explicitly named officially.

Additional Spam:
are corpses always difficult?

what if I corral a guy onto a corpse of another guy, then kill him there; is that square now double difficult?
Corpses are not difficult. I just house-ruled them in this instance cuz I'm reusing the "arena" after your first fight

No such thing as doubly-difficult, so don't worry. Have a large enough pile of corpses, and your square becomes unpassable

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Old Apr 30, 2010, 11:51 AM Local time: May 1, 2010, 12:51 AM #32 of 618
If you move forward by seven squares, you'll be able to see him (he's at L23).

You can try Throw and Stab if you wish from O20, though note it comes with a -5 attack penalty for superior cover .

What, you don't want my bikini-clad body?
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Zergrinch
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Old May 1, 2010, 08:08 PM Local time: May 2, 2010, 09:08 AM #33 of 618
Err, lurker. Column 7 is where the soldier is. Did you intend to go to column 20 to pursue the captain?

Jam it back in, in the dark.
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Old May 3, 2010, 05:10 AM Local time: May 3, 2010, 06:10 PM #34 of 618
Lurker, Shin, Pang, peanut gallery. That was supposed to be an easy encounter which I basically messed up by giving double-damage to minions and not indicating terrain considerations in a visible manner. Any other things I should take into consideration, before I take off the gloves?

There's nowhere I can't reach.
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Old May 3, 2010, 05:22 AM Local time: May 3, 2010, 06:22 PM #35 of 618
I was hoping one of you would climb the roof. Why else would I put one up there

Same with the well. The hot coals. That cutting knife. The shed.

So yes, the roof is well-constructed, and the shed well-kept. Although, be prepared to take 1d10 damage when you inevitably jump down the roof during the next fight

This thing is sticky, and I don't like it. I don't appreciate it.
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Old May 4, 2010, 11:45 AM Local time: May 5, 2010, 12:45 AM #36 of 618
Didn't see this auto-merged post. Sorry

Anyway you can make all the knowledge checks you want. Free actions and all. Roll a D20 and I'll add the appropriate skill to it (in this case checking natural beasts would be a Nature check).

I am a dolphin, do you want me on your body?
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Old May 4, 2010, 06:44 PM Local time: May 5, 2010, 07:44 AM 1 #37 of 618
Do close burst attacks expand in a 2d circle, a column or a sphere?

In other words, if I use one on the edge of the roof, what area will it hit on the ground?
No hard rules here.

So I'm trying to visualize it. In 2D, it extends around you in the shape of a square. There's no reason why it shouldn't apply to 3D, so I'm ruling that it expands in the shape of a cube, with you at the center.

The roof is 15 feet above the ground at the edge, so a 3x3 burst should be able to catch creatures on the ground, like so :

Same thing with a blast :

However, large creatures occupy a 2x2 cube, so you could conceivably use that to your advantage.

_______

Lurker, there has been a rule change to "Throw and Stab". Previously, you are able to throw and stab the same enemy. Now, both targets must be different. Apparently "The power yielded too much damage against a single target."

Additionally, they have removed "charge" from the effect. Instead, you're supposed to move at your speed. There are three implications - you don't get the +1 benefit from charging, but you don't also need to take the direct route to the enemy, or move a minimum of 2 squares anymore. BUT since you no longer charge - and Marauder's Rush only substitutes as a melee basic attack when charging - the combination of Throw and Stab / Marauder's Rush no longer works if rules as written are followed.

I am unsure about one thing - what happens if your throw killed the last enemy in your vicinity, and you want to move towards the others. This was expressly prohibited under charging rules, but no such limitation exists now.

I'm ruling that the pre-errata Throw and Stab remains until you reach level 6. If you'd like to immediately apply the new rules as they are currently written, I'll let you change Marauder's Rush to another ranger level 1 at-will of your choice.

_______

Shin, you have been affected by the nerf bat as well - thanks to Healer's lore bonus applying only to healing that use surges. Thus, effective immediately, Astral Seal gives 4 HP instead of 9 HP.

I was speaking idiomatically.
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Old May 5, 2010, 08:40 PM Local time: May 6, 2010, 09:40 AM #38 of 618
But thou must! I already have a nasty map planned for level 6

Anyhow, under the old rules in which Throw and Stab gives a free charge, you are not able to take any action after charging. The only exception is if you spend an action point. So, I'll assume you want to do that (the wolf you charged is dead) and hold off on taking my turn until after you reply.

What kind of toxic man-thing is happening now?
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Old May 5, 2010, 09:00 PM Local time: May 6, 2010, 10:00 AM #39 of 618
You sound bitter. As if recounting an unpleasant personal experience!

If you have any unused maps lying around, I'd be happy to take them!

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Old May 6, 2010, 09:21 AM Local time: May 6, 2010, 10:21 PM #40 of 618
That's right. Every round, charges culminating in a bull rush or a melee basic attack are the last thing you're allowed to do, as per regular rules

Now, under the errata-ed Throw and stab, it's a different story. What happens after you throw is no longer a charge, but a move. So, you don't get the benefits, nor suffer the restrictions, that charging entails.

What, you don't want my bikini-clad body?
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Old May 6, 2010, 11:08 PM Local time: May 7, 2010, 12:08 PM #41 of 618
After four fights, you gain an extended rest, as well as an extra level. Encounters are tailored towards your level. Encounter #1 is your level minus 1. Encounter #2 is your level. Encounter #3 is your level +1, and Encounter #4 is your level +3.

So ration accordingly

Encounters may or may not be actual battles. For example, I was tailoring your current encounter as a skill challenge, in which success means you gain wolf mounts and failure means you lose 2 healing surges. But that's all moot now

Jam it back in, in the dark.
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Old May 9, 2010, 09:25 PM Local time: May 10, 2010, 10:25 AM #42 of 618
Yes to both counts.

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Old May 14, 2010, 05:46 AM Local time: May 14, 2010, 06:46 PM #43 of 618
Ah, but in order to access the full capabilities of your mount, you gotta burn up a feat slot and take "Mounted Combat". Can you afford the feat tax?

This thing is sticky, and I don't like it. I don't appreciate it.
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Old May 15, 2010, 05:26 AM Local time: May 15, 2010, 06:26 PM #44 of 618
Diplomacy is clearly the answer to all of life's problems!

I am a dolphin, do you want me on your body?
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Old May 16, 2010, 01:14 AM Local time: May 16, 2010, 02:14 PM #45 of 618
Also, if I use Healing Word and burn the Wolf's surge, does that count as one of our required skill passes?
If you really want to burn its only surge for the day, it's fair enough to consider it an automatic success. Otherwise it's a DC17 Heal check that can only be used for 1 success.

I know I can scale my way down a 12 foot drop without serious injury and I'm not a trained warrior so surely if the wolf holds off on biting him Ivoery can get himself to the floor injury free?
Arguably you aren't weighing yourself down with bulky armor and assorted adventurer's tools and provisions weighing dozens of pounds either

But all right. I'll let you scale your way down, DC15 Athletics. If you fail, you take the damage

Additional Spam:
Wait, these two are still alive? Get a move on, I've got a sorcerer in platemail in the wings here.
Sorceror? Really? Isn't he like the worst striker ever? You're supposed to show me a super-optimized character amirite

I was speaking idiomatically.
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Old May 16, 2010, 10:00 AM Local time: May 16, 2010, 11:00 PM #46 of 618
Ahahaha, dice are loaded against you, mate.

Care to try your luck before I update, lurker?

Additional Spam:
Do remember that you can use "Aid Another" for all rolls. Just roll a 1d20 check of the same skill. If you hit DC10+half your level (12) then the aided roll gains a +2 bonus. Otherwise there is a -1 penalty.

How ya doing, buddy?
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Old May 16, 2010, 08:38 PM Local time: May 17, 2010, 09:38 AM #47 of 618
Yep. Until you try to make nice with a DC20 diplomacy check (Ebony's diplomacy is 1 so, uh... you need to roll 19+ to succeed unaided and without props!)

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Old May 17, 2010, 05:56 AM Local time: May 17, 2010, 06:56 PM #48 of 618
Nope.

I'll let you know which checks succeed or fail once the challenge ends.

What, you don't want my bikini-clad body?
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Old May 17, 2010, 06:43 PM Local time: May 18, 2010, 07:43 AM #49 of 618
Yes to both questions.

But Shin's athletics roll was to let him avoid falling damage. He didn't actually roll Athletics as part of the skill challenge, I don't think. So there's no -5 debuff in this case.

Additional Spam:
Psst psst psst. Remember when I gave Shin a +5 for offering food during diplomacy? No reason for me to deny it to you

Jam it back in, in the dark.
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Zergrinch
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Old May 18, 2010, 07:31 PM Local time: May 19, 2010, 08:31 AM #50 of 618
Yeah, but lurks specifically mentioned aiding your attempt to climb down. Your athletics check to tame the wolf doesn't need any aiding.

So thus far, here are the rolls:

Ebony's roll to aid Ivory in climbing down: 18 PASS
Ivory's roll to climb down: Athletics 9 FAIL (take 9 falling damage)
Ebony attempts to bond with the wolf: Diplomacy 19 FAIL (DC20)
Ivory patches up the wolf without using healing word: Heal 18 (counts as one-time success/failure)
Ivory uses his nature knowledge to recall prior knowledge about the wolf: Nature 15 (primary skill)
Ivory uses his athletics ability to restrain the wolf: Athletics 20 (primary skill)
Ivory tries to calm the wolf by saying a prayer for its soul: Religion 23 (success will make all future rolls easier by +2)

I'll be officially updating in maybe 10 hours' time. Let's give lurker enough time to digest! Since it's a crying shame to miss a very difficult diplomacy check by just 1...

There's nowhere I can't reach.
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