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Landeril: Heroditus and Exile Move to B2 and Attack MilkMan.

White Elk will cast Arc Lightning on MilkMan as well
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Rodzaju: Doesn't Arc lightning hit all 3?
Yes.

Hang on, I'm doing up the results.
Interesting strategy. Red team is teaming up against Blue Team's lone Warrior.

White Elk casts Arc Lightning.

The Milkman, Sly Cooper and Arc'Nak'Kar each take 2 damage.

The Milkman has 18 HP. Sly Cooper has 10 HP. Arc'Nak'Kar has 8 HP.

Heroditus attacks the Milkman. 1d6 + 3. Roll: 1. 1+3= 4 damage. The Milkman now has 14 HP.

Exile attacks the Milkman. 1d6 + 3. Roll: 3. 3+3 = 6 damage. The Milkman now has 8 HP.

Updated life totals:

The Milkman: 8
Sly Cooper: 10
Arc'Nak'Kar: 10

Since Exile's team chose red, I have changed their color to red. After the next team goes, I will change their colors in the new map to blue (or a color of their choice.)

Milkman, Sly and Arc'Nak'Kar may move when ready. See enclosed map.
Attachments:
map1.jpg (63 Kb)
Post edited May 30, 2011 by stoicsentry
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Rodzaju: Doesn't Arc lightning hit all 3?
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stoicsentry: Yes.

Hang on, I'm doing up the results.
Interesting strategy. Red team is teaming up against Blue Team's lone Warrior.

White Elk casts Arc Lightning.

The Milkman, Sly Cooper and Arc'Nak'Kar each take 2 damage.

The Milkman has 18 HP. Sly Cooper has 10 HP. Arc'Nak'Kar has 8 HP.

Heroditus attacks the Milkman. 1d6 + 3. Roll: 1. 1+3= 4 damage. The Milkman now has 14 HP.

Exile attacks the Milkman. 1d6 + 3. Roll: 3. 3+3 = 6 damage. The Milkman now has 8 HP.

Updated life totals:

The Milkman: 8
Sly Cooper: 10
Arc'Nak'Kar: 10

Since Exile's team chose red, I have changed their color to red. After the next team goes, I will change their colors in the new map to blue (or a color of their choice.)

Milkman, Sly and Arc'Nak'Kar may move when ready. See enclosed map.
I'd like to point out that we lost since we didn't have the opportunity to tell you our strategy. Imho, you should do turn simultaneously, just like in frozen synapse. This way team that has initial move wins, no chance for the other one ;)
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stoicsentry: Yes.

Hang on, I'm doing up the results.
Interesting strategy. Red team is teaming up against Blue Team's lone Warrior.

White Elk casts Arc Lightning.

The Milkman, Sly Cooper and Arc'Nak'Kar each take 2 damage.

The Milkman has 18 HP. Sly Cooper has 10 HP. Arc'Nak'Kar has 8 HP.

Heroditus attacks the Milkman. 1d6 + 3. Roll: 1. 1+3= 4 damage. The Milkman now has 14 HP.

Exile attacks the Milkman. 1d6 + 3. Roll: 3. 3+3 = 6 damage. The Milkman now has 8 HP.

Updated life totals:

The Milkman: 8
Sly Cooper: 10
Arc'Nak'Kar: 10

Since Exile's team chose red, I have changed their color to red. After the next team goes, I will change their colors in the new map to blue (or a color of their choice.)

Milkman, Sly and Arc'Nak'Kar may move when ready. See enclosed map.
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dr.zli: I'd like to point out that we lost since we didn't have the opportunity to tell you our strategy. Imho, you should do turn simultaneously, just like in frozen synapse. This way team that has initial move wins, no chance for the other one ;)
Its the same way in any RPG.
rpg's have initiative and chance to dodge or declare intent to dodge in advance unless it's an ambush ;)
RULE CHANGE UPDATE

Apologize for the late change to the rules, but I feel it is minor but also necessary.

DRINKING A POTION NO LONGER REQUIRES YOU TO SKIP YOUR ATTACK/SPECIAL ABILITY PHASE. It is too small of an HP difference to make up for losing your attack/special phase.

Therefore, the updated rules are:

1. Move.
2. Drink a potion.
3. Attack or special ability.

And at any time during these steps you may exchange an item (for now only potions) with a teammate provided you are on the same space.
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dr.zli: rpg's have initiative and chance to dodge or declare intent to dodge in advance unless it's an ambush ;)
Well, I guess you just got ambushed XD
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dr.zli: rpg's have initiative and chance to dodge or declare intent to dodge in advance unless it's an ambush ;)
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Rodzaju: Well, I guess you just got ambushed XD
Majorly.


The Milkman has 18 HP. Sly Cooper has 10 HP. Arc'Nak'Kar has 8 HP.

Heroditus attacks the Milkman. 1d6 + 3. Roll: 1. 1+3= 4 damage. The Milkman now has 14 HP.

Exile attacks the Milkman. 1d6 + 3. Roll: 3. 3+3 = 6 damage. The Milkman now has 8 HP.

Updated life totals:

The Milkman: 8
Sly Cooper: 10
Arc'Nak'Kar: 10

May I also point out the typo above? :P Arc has 8 HP left.
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dr.zli: rpg's have initiative and chance to dodge or declare intent to dodge in advance unless it's an ambush ;)
Will absolutely consider it for the future. Right now, I feel it's too major a change. I think there's going to be a BUNCH of tweaks that need to be made. The potion change sounds good for now though.

Oh, and Warriors probably need to be tweaked down some. Let's just play it out and see how it goes.

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Rodzaju: Well, I guess you just got ambushed XD
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Landeril: Majorly.


The Milkman has 18 HP. Sly Cooper has 10 HP. Arc'Nak'Kar has 8 HP.

Heroditus attacks the Milkman. 1d6 + 3. Roll: 1. 1+3= 4 damage. The Milkman now has 14 HP.

Exile attacks the Milkman. 1d6 + 3. Roll: 3. 3+3 = 6 damage. The Milkman now has 8 HP.

Updated life totals:

The Milkman: 8
Sly Cooper: 10
Arc'Nak'Kar: 10

May I also point out the typo above? :P Arc has 8 HP left.
Yes, sorry.

Milkman: 8
Sly: 10
Arck'Nak'Kar: 8.


Wait, wait, wait I have an idea.

Supposing we do it this way:

Team 1 turn
Team 2 turn
Team 2 turn
Team 1 turn

Would everyone be alright with that? That way the 2nd team to go doesn't get punished.
Post edited May 30, 2011 by stoicsentry
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dr.zli: rpg's have initiative and chance to dodge or declare intent to dodge in advance unless it's an ambush ;)
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stoicsentry: Will absolutely consider it for the future. Right now, I feel it's too major a change. I think there's going to be a BUNCH of tweaks that need to be made. The potion change sounds good for now though.

Oh, and Warriors probably need to be tweaked down some. Let's just play it out and see how it goes.

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Landeril: Majorly.


The Milkman has 18 HP. Sly Cooper has 10 HP. Arc'Nak'Kar has 8 HP.

Heroditus attacks the Milkman. 1d6 + 3. Roll: 1. 1+3= 4 damage. The Milkman now has 14 HP.

Exile attacks the Milkman. 1d6 + 3. Roll: 3. 3+3 = 6 damage. The Milkman now has 8 HP.

Updated life totals:

The Milkman: 8
Sly Cooper: 10
Arc'Nak'Kar: 10

May I also point out the typo above? :P Arc has 8 HP left.
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stoicsentry: Yes, sorry.

Milkman: 8
Sly: 10
Arck'Nak'Kar: 8.


Wait, wait, wait I have an idea.

Supposing we do it this way:

Team 1 turn
Team 2 turn
Team 2 turn
Team 1 turn

Would everyone be alright with that? That way the 2nd team to go doesn't get punished.
Fine by me. They can only him Ex or Her
Just a couple of points of clarity:
1) Now that potions no longer require an action, is there a limit on how many can be drunk in a turn?
2) Are you able to Tank yourself (to turn an attack from D6+? to 2 points)?

On the ammendment:
I'll go with the majority.
It does make things fairer for team 2, but I may have played a bit more defensively if I knew I'd leave myself so exposed.
Post edited May 30, 2011 by Rodzaju
Ok, so it would be:

Team 1
Team 2
Team 2
Team 1

Team 2
Team 1
Team 1
Team 2

Team 1
Team 2
Team 2
Team 1

Team 2
Team 1
Team 1
Team 2

Does that make sense?
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Rodzaju: Just a couple of points of clarity:
1) Now that potions no longer require an action, is there a limit on how many can be drunk in a turn?
2) Are you able to Tank yourself (to turn an attack from D6+? to 2 points)?
1) Only one potion per turn.

2) You can only Tank for a teammate.

Apologies for the Beta-ness of this whole thing, didn't think the flaws would be exposed after just 1 turn. LOL.

I appreciate all of your patience as we work to make the game sensible.
Post edited May 30, 2011 by stoicsentry
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stoicsentry: Ok, so it would be:

Team 1
Team 2
Team 2
Team 1

Team 2
Team 1
Team 1
Team 2

Team 1
Team 2
Team 2
Team 1

Team 2
Team 1
Team 1
Team 2

Does that make sense?
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Rodzaju: Just a couple of points of clarity:
1) Now that potions no longer require an action, is there a limit on how many can be drunk in a turn?
2) Are you able to Tank yourself (to turn an attack from D6+? to 2 points)?
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stoicsentry: 1) Only one potion per turn.

2) You can only Tank for a teammate.

Apologies for the Beta-ness of this whole thing, didn't think the flaws would be exposed after just 1 turn. LOL.
I'm judging.....First Teams 5th turn its over.
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stoicsentry: Ok, so it would be:

Team 1
Team 2
Team 2
Team 1

Team 2
Team 1
Team 1
Team 2

Team 1
Team 2
Team 2
Team 1

Team 2
Team 1
Team 1
Team 2

Does that make sense?

1) Only one potion per turn.

2) You can only Tank for a teammate.

Apologies for the Beta-ness of this whole thing, didn't think the flaws would be exposed after just 1 turn. LOL.
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Landeril: I'm judging.....First Teams 5th turn its over.
How might you change it?

Supposing we go,

Team 1
Team 2
Team 2
Team 1

Team 1
Team 2
Team 1
Team 2

Is that better? That way there's no "cheap kills" on double turns, but team 1 doesn't get messed over with not having the original turn.
Post edited May 30, 2011 by stoicsentry
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Landeril: I'm judging.....First Teams 5th turn its over.
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stoicsentry: How might you change it?

Supposing we go,

Team 1
Team 2
Team 2
Team 1

Team 1
Team 2
Team 1
Team 2

Is that better?
Oh no. That was based on the damage We caused. :) I would have had team captains roll for first turn.

But yes.
1 - 2 - 2 -1 - 1 - 2- 1- 2 is better
Post edited May 30, 2011 by Landeril
well you'll have to wait for my team to respond so we can give you our movement orders. It seems I will be our captain.
My 2 cents would be that in the future you get PMs from team captains with their moves and then simultaneously play them, more balanced that way plus it adds an element of unknown, team that has better tactics wins