War of the Wyrms: Accepting Players

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Combined

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Sep 13, 2008
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Righto, let's give it a go. Again.
Dramatic Flare said:

Move action: to G12
Standard Action: Piercing Smite on Rabble in F13

To hit: 20, +6
Damage: 15, +4 (I hope I got that one right...)

If I hit, I should also mark the fellas in G11 and H12.

I think that's how it goes, anyway. Any errors?

Slightly bothered by a table, Wulfstain scrambles over it with great speed, eager to join the fray that he has so far been deprived of. With a loud clang, he lands in the midst of the enemy and chants praises to his God as he proceeds to attack the nearest enemy that seems to be a threat to his companions.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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No errors, but for that move you'd take an Opportunity Attack from the Rabble at F14 and F13. Is this acceptable?

Also, for those dice rolls, I would prefer it if you did the addition as well so I can tell both what the die roll itself is, and what the total is.
I realize you guys are just copying off of the dice generator I provided, but both pieces of info would be greatly appreciated.
So the form
To hit: 20, +6 = 26
 

Combined

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Dramatic Flare said:
No errors, but for that move you'd take an Opportunity Attack from the Rabble at F14 and F13. Is this acceptable?

Also, for those dice rolls, I would prefer it if you did the addition as well so I can tell both what the die roll itself is, and what the total is.
I realize you guys are just copying off of the dice generator I provided, but both pieces of info would be greatly appreciated.
So the form
To hit: 20, +6 = 26
It's acceptable, I suppose. I still can heal myself if it becomes necessary, right?
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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You have some limited healing, yes.
Ah, there was one tiny mistake on your turn, but I think this is the first time it's come up on the player's side. If the die roll itself is actually 20, it's a critical hit So... 4d6 + 4 is actually 28 damage, as critical hits deal maximum damage.
Note that this doesn't count for added dice rolls. Even if you critical on a sneak attack, the rogue still rolls the sneak attack damage whilst the main attack is maxed out.

afterthoughts:
wow, Wuflstain took 12 damage thus turn.

The two henchmen Wulfstain ran past took free swings at him and both connected. Wulfstain retaliated by smashing one of their faces in; a death that most pleased his god.

The next bandit runs in, throwing his dagger at the charging dwarf. He strikes true.

Opportunity Attacks:
Rabble1: 20 + 6 = 26 (nat. Crit)
Rabble3: 19 + 6 = 25
4 damage each.

Bandit1:
Move: J7 to F10

Standard: Dagger
Attack: 15 + 6 = 21 vs. AC (hit)
Damage: 4

Minor: Draw dagger.


Marks:
Wulfstain's: Halfling H12; rabble F14

Marisa's turn.
 

Higurashi

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<spoiler=Overkill>Ehehe. Considering Marisa's attack did 7+4 and killed, your Rabble is dead almost three times over. As for hit/dmg rolls, I just do what I'm used to. Dunno if I'm even using the same dice roller. x) Equal signs it is. I'll edit this when I get home and have time.

Seeing Wulfstain rush into the crowd and getting himself hurt, Marisa motioned with her hand to Reggie to finish the guy in front of him so they could change the frontline. She faced said enraged man who previously attempted to avenge his fallen comrade and lunged at him with a divinely charged cleave.

<spoiler=Actions>
Minor: Divine Challenge on Rabble2 (E13)
Standard: Bolstering Strike on Rabble2 (E13)

Attack roll: 17+7=24
Damage roll: 3+4=7
Total HP: 28(+2)
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Marisa's attack smites the man into the counter top, off of which he bounces onto the floor, dead.


Well, since that was the guy who was next, it's Reggie's turn.
 

Higurashi

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figment of mind said:
Can we use them and are they counted as a minor acion or a move action?
<spoiler=OOC>Yep, and they're move actions of 1 square.
 

figment of mind

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Jun 26, 2008
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Higurashi said:
figment of mind said:
Can we use them and are they counted as a minor acion or a move action?
<spoiler=OOC>Yep, and they're move actions of 1 square.
Well, the more i look at it the more i see that i can't do what i wanted so which included shifting towards the bandits so i'll just attack the rabble, though at least now i have knowledge of something i can do in the future.

Reggie decided to evaluate his situation. He couldn't reach the bandits without risking an attack from the idiot on the table and at the same time He felt the need to attack the bandits and draw their attention so they wouldn't hammer his ally to death. 'Well, your problem is the bloody idiot(even though he's not bloodied as far as i can tell) right? then get rid of the rabble.' He thought to himself.

He then struck out violently against the rabble.

Minor: Take a guess. Divine challange on the last rabble(the one at F14)
Attack: Enfeebling strike upon Rabble at F14

Attack roll: 13+7=20
Damage roll: 8+4=12
the target takes -2 attack rolls til the end of my next turn if it hits.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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The rabble was knocked off his feet and fell onto the ground, dying on contact.

"So much for hired help," sighed the bandit. He stepped forward and swung his heavy mace with heavy force, however Wulfstain was able to block it with the shaft of his maul.

The Halfling grinned. "Then I'll rain upon them." He stepped back and delivered three stones towards Wulfstain. He didn't take much time to aim, however, and only one struck.


Top of the Intiative

Bandit2:
Move: shift to G12
Standard: Dazing Blow
- Attack: 14 (miss)

Halfling:
Move: Shift to I11
Standard: Stone Rain
Attacks:
- 21 (hit)
- 8 (miss)
- 8 (miss)
damage:
- 4 + 4 = 8

Note: Wulfstain, you're at 11/31 HP. You're bloodied. I recommended you either get off the front line or heal up.

Wulfstain's turn.

 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Well, you can either spend your Second Wind (which is a minor action for you as a dwarf and a standard action for everyone else) which returns to you your Healing Surge Value (about 1/4 HP) or use your Lay On Hands power. Keep in mind the Lay on Hands Power still uses Healing Surges.

All healing (with some exceptions) is done via healing surges, the sum of which are the total number of times you can be healed and/or heal. For instance, I read your character sheet and see you have 13 healing surges at a value of 7.


Lay on Hands is nifty because you can use it on other people as well as yourself (though it always spends your healing surges). At this point in time I'd recommend using your Second Wind. You get one every encounter anyway.
 

Combined

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Dramatic Flare said:
Right and tally ho, good chap! Let's see if I can do this right, eh?

Minor action: Second Wind

Standard action: Holy Strike on Person in G12
Attack Roll: 18+6=24
Damage Roll: 11+6=17

Harnessing the rage that has been building inside him, Wolfstain clutches onto a dagger stuck between his armoured plates and pulls it out, letting his blood along with the blood of brigands cover his armour. He throws the dagger to the floor and bellows with rage, grinning like a madman as he strikes at the nearest opponent, aiming for the back.

"Well, you're not going to be brave any more..." he mumbles following it with a quiet chuckle. He seems to be thinking of this as a fun game.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Now would be a good time to talk about action demotion. On every turn, you have One standard, one move, and one minor. you can demote a standard action into a move or minor action, and a move into a minor. Conceivably, one could have three minor actions a turn.
So, do you wish to demote your unused move action and use it to mark the target?
In this case, doing it before doing Holy Strike does 2 extra damage.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Actually, all of your previous marks have ended. Two were killed, and the third was the Halfling. You forced him to attack you instead of anyone else on his turn, because he would have taken damage otherwise. However, your mark only remains if you attack the target. Since you didn't, your mark ends.

STRONG EDIT:
your weapon deals 2d6 for a maximum of twelve on this attack. How does your damage roll achieve 13 + 4 ?
 

Combined

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Dramatic Flare said:
Actually, all of your previous marks have ended. Two were killed, and the third was the Halfling. You forced him to attack you instead of anyone else on his turn, because he would have taken damage otherwise. However, your mark only remains if you attack the target. Since you didn't, your mark ends.

STRONG EDIT:
your weapon deals 2d6 for a maximum of twelve on this attack. How does your damage roll achieve 13 + 4 ?
I missed out on it earlier, but it's a feat bonus, I think. I quote - "Add +2 damage for Dwarven Weapon Training". The +4 is a strength bonus. So, it's really more like 11+6, which I didn't write down for some reason.

[small]I blame it on being up at 3AM.[/small]