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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?
![]() I was speaking idiomatically. |
What kind of toxic man-thing is happening now? |
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) How ya doing, buddy? |
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. What, you don't want my bikini-clad body? |
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.
To that we add:
To that, we add in a couple of your situational modifiers which applied to the previous attack:
Additional Spam:
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. How ya doing, buddy?
Last edited by Zergrinch; Aug 11, 2010 at 06:52 PM.
Reason: This member got a little too post happy.
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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. There's nowhere I can't reach. ![]() ![]() |
Ah, focus fire. Fair enough!
Ehhhh you know what? You're absolutely right. Combat Advantage is in effect; Pack rider is not. This thing is sticky, and I don't like it. I don't appreciate it. |
Lurks, Hurling Charge is an encounter power. Once per encounter only.
![]() I am a dolphin, do you want me on your body? |
FUCK. I r dumb. Sorry, will fix.
I was speaking idiomatically. |
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?
What kind of toxic man-thing is happening now? ![]() |
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. FELIPE NO |
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).
NEW HOUSE RULE ![]() 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. What, you don't want my bikini-clad body? |
Not only have you made the PC's lives easier, you have given lurker more rules to remember.
![]() 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. Jam it back in, in the dark. ![]() |
Are you saying she can't handle it?
![]() Besides, if posting trends remain as they are, Ebony probably won't even get to see a token. There's nowhere I can't reach. |
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 This thing is sticky, and I don't like it. I don't appreciate it. ![]() |
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? How ya doing, buddy? |
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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. Most amazing jew boots ![]() |
Yoo hoo. Lurrrrrrrrkerrrrrrrrrrrrrr
Spoiler:
FELIPE NO |
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. ![]() What, you don't want my bikini-clad body? |
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.
Jam it back in, in the dark. ![]() |
There's nowhere I can't reach. |
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This does not even excite me. We need GFF LARP.
I'll be any character that gets to crash through doors. This thing is sticky, and I don't like it. I don't appreciate it. ![]() |
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? I am a dolphin, do you want me on your body?
Last edited by Sarag; Aug 18, 2010 at 10:02 AM.
Reason: This member got a little too post happy.
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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. I was speaking idiomatically. |
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| "bonnor", heh |
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