It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
stoicsentry: Gotcha.

Yes, but who did Xir want to attack with rage? I will post the update after you let me know. :)
avatar
Sielle: So is rage used on the same turn as the attack? He was under the understanding that it was used the turn before an attack. (The text isn't on his char sheet).
Any skill or spell is used during specials phase.

Rage modifies an attack. So you use Rage in conjunction with a normal attack. It's used the at the same time. That makes sense now, since I didn't think Xir was in range at the time.

It's like this:

-Any character uses a skill/spell, if they want.
-Any character attacks, if they want. Use of some skills/spells prevent you from attacking (Magic Missile for example). If the text doesn't say that they prevent you from attacking, then they don't. Hope that clarifies.

To simplify:
Step 1: Move
Step 2: Skill/Spell and/or Attack

If that doesn't make sense, just let me know and I'll explain further...
Post edited June 15, 2011 by stoicsentry
avatar
Sielle: So is rage used on the same turn as the attack? He was under the understanding that it was used the turn before an attack. (The text isn't on his char sheet).
avatar
stoicsentry: Any skill or spell is used during specials phase.

Rage modifies an attack. So you use Rage in conjunction with a normal attack. It's used the at the same time. That makes sense now, since I didn't think Xir was in range at the time.

It's like this:

-Any character uses a skill/spell, if they want.
-Any character attacks, if they want. Use of some skills/spells prevent you from attacking (Magic Missile for example). If the text doesn't say that they prevent you from attacking, then they don't. Hope that clarifies.

To simplify:
Step 1: Move
Step 2: Skill/Spell and/or Attack

If that doesn't make sense, just let me know and I'll explain further...
Makes sense, I think the confusion was thinking Rage had to be used on the turn before the turn he wanted to attack with it.
avatar
stoicsentry: Any skill or spell is used during specials phase.

Rage modifies an attack. So you use Rage in conjunction with a normal attack. It's used the at the same time. That makes sense now, since I didn't think Xir was in range at the time.

It's like this:

-Any character uses a skill/spell, if they want.
-Any character attacks, if they want. Use of some skills/spells prevent you from attacking (Magic Missile for example). If the text doesn't say that they prevent you from attacking, then they don't. Hope that clarifies.

To simplify:
Step 1: Move
Step 2: Skill/Spell and/or Attack

If that doesn't make sense, just let me know and I'll explain further...
avatar
Sielle: Makes sense, I think the confusion was thinking Rage had to be used on the turn before the turn he wanted to attack with it.
Yes, thanks! I will have to go back and modify the way it's worded. It's actually a lot stronger than he thought, since you don't need to use it in advance!

BTW, my mistake on the turn order... what happened was after you posted the attack, you posted your moves, I moved you and then said "ok now attack" forgetting about the current attacks.

So - for now, here's what it is: the archer attacked Xir, you attacked the archer, I will update the results now.

Then, as soon as that's done, it's specials turn 3 for each side. (This is the first time we are doing simultaneous moves for the game so it's even confusing me)
avatar
stoicsentry: Yes, thanks! I will have to go back and modify the way it's worded. It's actually a lot stronger than he thought, since you don't need to use it in advance!

BTW, my mistake on the turn order... what happened was after you posted the attack, you posted your moves, I moved you and then said "ok now attack" forgetting about the current attacks.

So - for now, here's what it is: the archer attacked Xir, you attacked the archer, I will update the results now.

Then, as soon as that's done, it's specials turn 3 for each side. (This is the first time we are doing simultaneous moves for the game so it's even confusing me)
No worries, I think it'll be easier if we start numbering our phases, that way it's clear. :D
Lewendor attacks Bandit Archer using darts. 1d6 (6) + 1 = 7 damage.
Bandit Archer attacks Xir: 1d6 (4) + 3 = 7.

Updated HP:

Lewendor: 28
Jack the Knife: 30
Xirdneh: 27-7 =20.

Bandit Archer: 27-7= 20.
Bandit Warrior: 32
Bandit Leader: 40

Updated skills/spells remaining:

1. Lewendor: Magic Missile (2), Minor Restoration (3)
2. Xirdneh: Rage (1), Tank (1)
3. Jack the Knife: Coat in Poison (2), Pilfer Potions (2)

Ok, NOW attack/specials 3.

For reference current map attached.
Attachments:
Post edited June 15, 2011 by stoicsentry
Ok, based on what I've been told in PM's so far.

3A - Lew uses Magic Missile on BA
3A - Xir uses Rage and attacks BW
3A - JTK doesn't appear to be in range.

4M - Lew moves W
4M - JTK move NW
4M - Xir remains in place
Post edited June 15, 2011 by Sielle
3A

avatar
Sielle: Ok, based on what I've been told in PM's so far.

3A - Lew uses Magic Missile on BA
3A - Xir uses Rage and attacks BW
3A - JTK doesn't appear to be in range.
Lew uses Magic Missile on Bandit Archer. 1d6 (2) + 1 = 3.

Xir uses Rage and attacks Bandit Warrior. 1d6 (3) + 4 + 3 (Mace) = 10. Rage: additional 1d6 (5) = 5. Xir loses 2.

JTK does not attack.

Bandit Archer attacks Xir. 1d6 (1) + 3 = 4 damage.
Bandit Leader attacks Xir. Damage prevented with BLOCK.
Bandit Warrior attacks Xir. 1d6 (4) + 6 = 10 damage.

Updated HP:

Lewendor: 28
Jack the Knife: 30
Xirdneh: 27-2 (rage) - 4 - 10 = 11.

Bandit Archer: 27-3 = 24.
Bandit Warrior: 32-10-5 = 17..
Bandit Leader: 40

Updated skills/spells remaining:

1. Lewendor: Magic Missile (1), Minor Restoration (3)
2. Xirdneh: Tank (1)
3. Jack the Knife: Coat in Poison (2), Pilfer Potions (2)

FOR REFERENCE: range is essentially the amount of spaces you would need to move to reach someone. So, for example if you could move to someone's space with 1 move, that's a range of 1. If you could move to someone's space with 2 moves, that's range 2.






MOVEMENT 4

POSTED. Both teams have moved. Both may now attack/use special abilities.

Time for turn A4.

(Correction made to Xir's attack to add in Mace's modified damage).
Attachments:
turn4.png (250 Kb)
Post edited June 15, 2011 by stoicsentry
4A - Lew uses Darts on BA
4A - JTK uses Coat in Poison and attacks BA
4A - Xir attacks BW
4A
avatar
Sielle: 4A - Lew uses Darts on BA
4A - JTK uses Coat in Poison and attacks BA
4A - Xir attacks BW
Lewendor attacks Bandit Archer using darts: 1d6 (6) + 1 = 7.
JTK uses coat in poison and attacks Bandit Archer. 1d6 (3) + 2 + 2 (Short Sword) = 7. Coat in poison: +25% (1.75 = 2). Total = 9.
Xir attacks Bandit Warrior. 1d6 (2) + 4 + 3 (Mace) = 9.

Bandit Archer attacks Lewendor. 1d6 (4) + 3 = 7.
Bandit Warrior attacks Xir: 1d6 (1) + 6 = 7.
Bandit Leader attacks Xir: 1d6 (4) + 8 = 12.

Updated HP:

Lewendor: 28-7 = 21.
Jack the Knife: 30
Xirdneh: 11-7-12 = -8. XIR has fallen in battle!!! Xir is done for the round, but his teammates can still avenge him!

Bandit Archer: 24-7-9 = 8.
Bandit Warrior: 17-9 = 8.
Bandit Leader: 40

Updated skills/spells remaining:

1. Lewendor: Magic Missile (1), Minor Restoration (3)
2. Xirdneh: Tank (1)
3. Jack the Knife: Coat in Poison (1), Pilfer Potions (2)

____________________________________________

EVENT TRIGGERED!

When indicating your movements for 5M, be sure Jack The Knife's response to the event included.

Upon entering the forest, Jack the Knife encountered an injured Nogfolk. The Nogfolk are a vile looking forest dwelling race of creatures, but are also quite kind and friendly and posses tremendous magical abilities.

The Nog appealed for Jack's help.

"You there, sir, I'm hurt badly, please don't turn me away. I fell into this trap, and am wounded terribly.... if I don't get help, I'm going to die! Can you aid me?

Jack the Knife can do just one of the following:

1. Ignore the Nog
2. Patch him up. It may help a little.... but not necessarily.
3. Put him out of his misery and steal 100 gold.
4. Bring him back to his village in the forest, where he can be cared for properly. If so, Jack skips turns 5M and 5A.


He must pick 1 of the 4... you can post your moves simultaneously.
Post edited June 15, 2011 by stoicsentry
Well, crap. I wouldn't want the little guy to suffer but my team needs me. WHAT DO I DO?!?!?!
avatar
JudasIscariot: Well, crap. I wouldn't want the little guy to suffer but my team needs me. WHAT DO I DO?!?!?!
Patching him up wouldn't require you to skip your turn, and may help him a bit. That's sorta the middle of the road approach.
Post edited June 15, 2011 by stoicsentry
avatar
JudasIscariot: Well, crap. I wouldn't want the little guy to suffer but my team needs me. WHAT DO I DO?!?!?!
Take him to his village.
avatar
JudasIscariot: Well, crap. I wouldn't want the little guy to suffer but my team needs me. WHAT DO I DO?!?!?!
avatar
Sielle: Take him to his village.
This random event stuff makes the game so much more enjoyable.
avatar
stoicsentry: This random event stuff makes the game so much more enjoyable.
Once JudasIscariot lets me know what JTK will do, I'll state the teams actions.

BTW in the long run what does falling in battle mean? Is Xir gone for good, or just for this fight?
avatar
JudasIscariot: Well, crap. I wouldn't want the little guy to suffer but my team needs me. WHAT DO I DO?!?!?!
avatar
stoicsentry: Patching him up wouldn't require you to skip your turn, and may help him a bit. That's sorta the middle of the road approach.
I am not a doctor. SO I would rather hike him back to his village where his own people can take care of him better than i could.

I have sent a PM to Sielle confirming my decision.