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Yep perfect answers

Barnell charges south to finish the wounded worrier, the pain from his wounds pulses through his body.
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Barnell: Yep perfect answers

Barnell charges south to finish the wounded worrier, the pain from his wounds pulses through his body.
Great. As soon as Harzhan's move is up, I'll post. :)
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Barnell: Yep perfect answers
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stoicsentry: Great. As soon as Harzhan's move is up, I'll post. :)
I was just wondering since a worrier is like a tank I could protect a weaker (lest HP) teammate. That why I asked the question.
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stoicsentry: Great. As soon as Harzhan's move is up, I'll post. :)
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Barnell: I was just wondering since a worrier is like a tank I could protect a weaker (lest HP) teammate. That why I asked the question.
That's a good point. There are a few skills that take advantage of this, that you can invest in when you level up if that's how you like to envision your character.

One skill like that is "Tank': Pick an ally. You may do so in secret by messaging me. The next time that ally is dealt physical damage, prevent it. Instead, you lose 4HP. If that ally is not dealt damage next turn, this ability persist until he is dealt damage. It does not wear off. Requires: level 1 Warrior. (Maximum uses: 2)

Also bear in mind that when leveling up, Warriors can increase in HP faster than other classes... so the damage doesn't hurt you much at all.

Actually, for now, it looks like "Tank" is the only one of it's kind. However, I am doubling the basic skills available to each class soon to 10, so I'll have to keep that in mind.
Post edited July 14, 2011 by stoicsentry
Perhaps a Mage spell that allows the mage to take on a small amount damage (say 1-2 pts/level) that otherwise might have been taken by an ally. Call it Absorption or some such. Given a mage's relative physical frailty, it might not be used often. But it could make for a last gasp save for a teammate.
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HomerSimpson: Perhaps a Mage spell that allows the mage to take on a small amount damage (say 1-2 pts/level) that otherwise might have been taken by an ally. Call it Absorption or some such. Given a mage's relative physical frailty, it might not be used often. But it could make for a last gasp save for a teammate.
Thanks for the thought.

For anyone that's interested, you can check out some of the skills that I'm thinking about (including edits to the current ones to make then 'evergreen') on the forum under rules -> skills.

The forum is at adventuresinvue.forumotion.com. Still under construction so please bear with me. (If you're there, feel free to sign up with your *character name*. There will be lots of cool stuff there to make the game easier, plus private forums for each team. Also, each team will have their own "color" for easy identification of members.)

Oh, one more thing, also feel free at any time to post feedback, suggestions or whatever in the "general discussion" section. I will do my best to respond. This is a weird in between time, just beginning to make the migration over there.
Post edited July 14, 2011 by stoicsentry
I'll move south.
Cat, looks like the Mage was too smart to fall for that trick. Barnell and the Warrior basically doing a tango there, and Harzhan is now right up close with the Archer.

Moves added. It's now Action Part 2.

That means, again: 1) choose a skill (if you want), 2) attack a target (if you want)

(As a reminder, the Brig. Warrior is "Seized" by Barnell and won't be able to attack or use any skills this turn.)
Attachments:
cobra4.gif (15 Kb)
Post edited July 15, 2011 by stoicsentry
I'll use Minor Restoration on Magic Missile and attack the archer.
use the Seize skill then attack the Archer
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Barnell: use the Seize skill then attack the Archer
But didn't you already use Seize?
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Barnell: use the Seize skill then attack the Archer
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Azarr: But didn't you already use Seize?
o yeah I forgot I only had 1 use. Thanks Azarr. change it to "Rage"
IC Action

With his free hand, Cat had reached for the slinger's cloak, hoping to draw him forward into the awaiting blade. But the wizard proved a fraction too fast and backpedalled towards the archer. No matter. Cat could smell the proverbial blood and meant to finish things quickly.
Employing the technique Magwart had taught him, he sliced diagonally upward from left to right, followed immediately by a lateral slice back across the shoulders near throat height....

OOC

Cat employs Dual Wield, targeting the mage for both attacks.
Post edited July 15, 2011 by HomerSimpson
Azarr uses Minor Restoration on Magic Missile. Attacks Brigade Archer. No chance to block. 1d6 (4) + 5 = 9 damage.

Barnell uses Rage. Attacks Brigade Archer. No chance to block. 1d6 (2) + 9 + 6 (Rage) = 17 damage. Barnell takes 3 damage from Rage.

Cat uses Dual Wield. Attacks Mage. Attacks Mage. 1d6 (6) + 4 = 10 - 2 (Dual Wield) = 8. 1d6 (3) + 4 = 7 - 2 (Dual Wield) = 5. 8 + 5 = 13.

Brigade Warrior is SEIZED. Cannot attack or use skills.

Brigade Archer attacks Barnell. No chance to Dodge. 1d6 (4) + 1 = 5.

Brigade Mage uses Arc Lightning. Cat takes 2 damage. Barnell takes 2 damage. Harzhan SAVED vs. the damage with thwart.

Barnell takes 5 + 2 + 3 = 10 damage.
Cat takes 2 damage.

Archer takes 17 + 9 damage = 26.
Mage takes 13 damage.


1. Black Brigade Archer (DEFEATED)

2. Black Brigade Warrior
Range: 1
Attack: 1d6 + 5
Block: 20%
HP: 5

Skills:
Seize: 1/2

3. Black Brigade Mage (DEFEATED!)

You are:

Harzhan
Class: Mage
Range: 1
Damage: 1d6+5
Other: 7.5% chance to stun.
Thwart: 40% chance to avoid enemy Mage damage.
HP: 26

Skills:
1. Arc Lightning 1/5
2. Magic Missile 1/5
3. Repel 1/5
4. Minor Restoration 1/5
5. Craft Minor Potion 1/5


Cat
Class: Rogue
Range: 1
Damage: 1d6 + 4 (at range 1), 1d6 + 7 at range of 0.
Other: Opponents have -25% chance to block.
Dodge: +20% chance to avoid enemy missiles.
HP: 26

Skills:
1. Dual Wield 0/4.
2. Hide in Shadow 1/4.
3. Close Ground 0/4.
4. Pilfer Potions 1/4.

Barnell
Class: Warrior
Range: 1
Damage: 1d6 + 9
Other: opponent has -15% chance to block.
Block: 20% chance to avoid enemy melee damage.
HP: 10

Skills:
1. Rage 0/2
2. Seize 0/2


________________________________________________________________________

You have defeated the Archer and the Mage. Congratulations! Now, you just need to finish off the Warrior.

MAP UPDATED

It is now movement turn 3. You may move.
Attachments:
cobra5.gif (14 Kb)
I'll move south.