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Interesting turn of events, as Red team have ceased their attack on Milkman and instead turned to attack Cooper.
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White Elk gives Exile his potion. Exile consumes. Exile's HP is now: 4.

White Elk cast Arc Lightning. He has 1 use remaining. Arc'Nak'Kar's HP now: 6. Sly Cooper's HP now: 8. Milkman's HP now: 14.

Exile attacks Sly Cooper. 1d6 (2) +3 = 5. Sly Cooper's HP now: 3.

Heroditus attacks Sly Cooper. 1d6 (6) + 3 = 9.Sly Cooper's HP now: -6.


Results:

Sly Cooper has perished on the battlefield.

Arc'Nak'kar has picked up Sly Cooper's potion. He now has 1 potion. No one else on the team has any. Arc'Nak'Kar has 6 HP.

Milkman has has 12 HP.


No one on Red team has a potion remaining.

Exile has 4 HP.

Heroditus has 20 HP.

White Elk has 10 HP.
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It is now Blue team's turn. Dr Zli, you can still act as captain despite Sly Cooper's untimely death.
Attachments:
map3.jpg (57 Kb)
A few balance ideas

What if mages had range 2 and warriors range 1? It would make warrior less imbalanced and power up the mage. It would also make more sense, because warriors have to fight hand to hand, while mages could have their basic attack a spell, attacking over a distance.

I think tank ability, when used, shouldn't be shown so that enemy doesn't know who uses it and when.

Rogue stealth should work more than one turn, perhaps two or three, so it isn't as useless as it is now. I would also think that other rogue abilities should be better.

Mage's teleport is quite useless, what if mage could choose to have some kind of fireball spell that would do 3dmg to one target and 1 dmg to each other enemy (or each other player) in the same square or the squares adjacent to it.

Also I have an idea for warrior ability such as Shield Slam, it would do k6 damage or k6-1 and prevent the target of using abilities and spells (if mage had his primary attack as a spell as I said before, he wouldn't be able to attack at all).

Also maybe health potions should heal 4 HP instead of 3 HP?

What do you think on these ideas?
Also, interrupts, if someone attacks mage and hits it can disrupt spellcasting, also it seems that the hits are automatic, no chance to hit, maybe change that so that it becomes less statistics spreadsheet and more tactics and planning.
Also, as a captain of my team i would like to announce that if random draw picks me, my game goes to fexem as I believe in principle that smart people should be rewarded for their efforts ;)
Looks like there will be no random pickup and besides that my smart-ass math failed: Exile was left with 1hp (though it was pretty bad luck).
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fexen: Looks like there will be no random pickup and besides that my smart-ass math failed: Exile was left with 1hp (though it was pretty bad luck).
Random pickup? Oh well, I don't know, I just figured I would let one of the players in the square get it, if you're talking about the potion. Give the DM a little flexibility, would ya? LOL

Dr. Zli: you're with us for the 2 out of 3 thing right?

Oh and blue team, you can go whenever ready.
Post edited May 31, 2011 by stoicsentry
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fexen: Looks like there will be no random pickup and besides that my smart-ass math failed: Exile was left with 1hp (though it was pretty bad luck).
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stoicsentry: Random pickup? Oh well, I don't know, I just figured I would let one of the players in the square get it, if you're talking about the potion. Give the DM a little flexibility, would ya? LOL

Dr. Zli: you're with us for the 2 out of 3 thing right?

Oh and blue team, you can go whenever ready.
I and dr.zli were reffering to the idea of randoming the prizes, I said that your recent idea was to give 3 prizes to the winning team (2 wins out of 3 games).
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stoicsentry: Random pickup? Oh well, I don't know, I just figured I would let one of the players in the square get it, if you're talking about the potion. Give the DM a little flexibility, would ya? LOL

Dr. Zli: you're with us for the 2 out of 3 thing right?

Oh and blue team, you can go whenever ready.
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fexen: I and dr.zli were reffering to the idea of randoming the prizes, I said that your recent idea was to give 3 prizes to the winning team (2 wins out of 3 games).
Oh yes, it was. That was my original idea but people were voting for the 2 out of 3 option so...
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fexen: Looks like there will be no random pickup and besides that my smart-ass math failed: Exile was left with 1hp (though it was pretty bad luck).
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stoicsentry: Random pickup? Oh well, I don't know, I just figured I would let one of the players in the square get it, if you're talking about the potion. Give the DM a little flexibility, would ya? LOL

Dr. Zli: you're with us for the 2 out of 3 thing right?

Oh and blue team, you can go whenever ready.
i'm with you. Looks like 2 out of 3 of our team are here, we'll hopefully have our turn ready soon
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stoicsentry: Random pickup? Oh well, I don't know, I just figured I would let one of the players in the square get it, if you're talking about the potion. Give the DM a little flexibility, would ya? LOL

Dr. Zli: you're with us for the 2 out of 3 thing right?

Oh and blue team, you can go whenever ready.
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dr.zli: i'm with you. Looks like 2 out of 3 of our team are here, we'll hopefully have our turn ready soon
Great.

BTW, I posted my modifications for the 2nd game on post 1 on page 1. Everyone please take the time now to look them over and make suggestions for balance if you have them BEFORE we start. Please understand that I can't use everyone's suggestions, though.
Changes are good. I would only like to add that maybe darts and sling should be renamed to reflect some spells and that the damage from them may be also avoided by the mage's passive ability.
Also k6+4 for the warrior seems too big, especially if he gets mace and will have k6+7 that can deal up to 13 damage, what abou k6+3 for the warrior at the start? Or maybe the mace would add +2 dmg. The second option could result in not choosing the mace at all so k6+3 sounds better IMO.
But those changes you did are good already, thanks.
publish a rule book after we finish round 5 ;)
As it has been said that mage skills we strongest & warrior skills weakest, I think the attack bonus is an equalizing factor.
As such, it may need to be more....
Of course, it is impossible to say until we see skills.
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Rodzaju: As it has been said that mage skills we strongest & warrior skills weakest, I think the attack bonus is an equalizing factor.
As such, it may need to be more....
Of course, it is impossible to say until we see skills.
I posted the skills on page 1.

Good point though.

I temporarily lowered Warrior to base 1d6+3, but we'll see.

Rodzaju, I think that Mage spells aren't necessarily stronger outright, but Warrior skills only come with 1 use whereas Mage spells come with 3 uses usually.
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dr.zli: publish a rule book after we finish round 5 ;)
I may need to after 3 rounds. lol.

If we actually keep playing I'll make a blog to post stuff on. A single thread post gets crowded easy.
Post edited May 31, 2011 by stoicsentry
What about changing the tank skill so that it's not known for the opposing team if it was used?
Also what do you think of a skill like shield slam that would make some damage and prevent from using abilities the next turn? Or if we would do turns simultaneously, prevent from using the ability the turn it would be used.
Speaking of this, we stick to 1,2,2,1,2,1,2 etc or both teams picks their actions, submit and they all resolve at once?

Edit: Oh, now I understand why remaking mage's attacks would be a bad idea. Maybe then change mage's passive so it maybe has 20% to do additional 2 dmg?
Post edited May 31, 2011 by fexen
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fexen: What about changing the tank skill so that it's not known for the opposing team if it was used?
That's possible, and probably a good idea. It's just a little confusing though because then we're talking about, what, the captain PMs me with his moves, I post them but take out mention of the tank ability?

Also what do you think of a skill like shield slam that would make some damage and prevent from using abilities the next turn?
I have something similar as one of the new skills, that I'm not putting up until the game is over and everyone gains a level. But I do have something similar for you.

Or if we would do turns simultaneously, prevent from using the ability the turn it would be used.
I have nothing against simultaneous turns in and of themselves, I just can't work out in my head how to do that. Let's say we have two warriors starring each other down, one is one spot north of another.

The one to the south posts that he attacks the one to the north at a range of 1. The one to the north posts that he moves north 1 spot and attacks the one to the south at a range of 2. What exactly happens?

Speaking of this, we stick to 1,2,2,1,2,1,2 etc or both teams picks their actions, submit and they all resolve at once?
Right now I'm thinking 1, 2, 1, 2, 1, 2. Only because of the larger board which will prevent first turn gang ups. (And probably only those with 3 range will even be able to attack on turn 1. I think that effectively handles the problem.)

Edit: Oh, now I understand why remaking mage's attacks would be a bad idea. Maybe then change mage's passive so it maybe has 20% to do additional 2 dmg?
20% bonus to magical damage? That sounds like a good idea.