Dark Storms Gather OOC (D&D, e3.5)

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rhoenix
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#301

Post by rhoenix »

Cynical Cat wrote:That's going to sting.
That'll hit, alright. Go ahead and post it dying horribly after that.
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#302

Post by rhoenix »

Total Initiative Table (by round, for this combat only):
Dretschan 4 (21)
Dretschan 3 (20)
Rogue 9 (19)
Dretschan 1 (18)
Haizu (17)
Academia Nut (16)
Jason_Firewalker (16)
Dretschan 6 (16)
Dretschan 5 (15)
Goblin 3 (14)
Comrade Tortoise (11)
Goblin 1 (11)
Dretschan 2 (11)
Goblin 2 (10)
Cynical Cat (9)
Goblin 4 (4)
Dretschan 8 (4)
Dretschan 7 (2)
Damage table wrote:Dretschan 4 - (no effect, no damage yet)
Dretschan 3 - DEAD
Dretschan 1 - DEAD
Dretschan 6 - 5dam (swarm)/naus, 12dam (CT line strike)
Dretschan 5 - 5dam (swarm)/naus
Dretschan 2 - 12dam (CT line strike)
Dretschan 8 - 5dam (swarm)/naus
Dretschan 7 - 8dam(jason)

Goblin 3
Goblin 1
Goblin 2
Goblin 4
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#303

Post by rhoenix »

Goblin 4: Attack Dretschan 4 with short sword:
Goblin 4 (short-sword):

Dretschan 8 (nauseated, loses turn)

Dretschan 7: Attack Saiden with Stunning Roar
Dretschan 7: Damage
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#304

Post by rhoenix »

Wow, all three are filled with Fail.

Let's check the Power of the Swarm this round, shall we? (DC 11 Fort. Save)
Dretschan 2:
Dretschan 4:
Dretschan 5:
Dretschan 6:
Dretschan 7:
Dretschan 8:


Swarm bite damage to affected creatures:
Last edited by rhoenix on Tue Nov 11, 2008 8:32 pm, edited 1 time in total.
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#305

Post by rhoenix »

Total Initiative Table (by round, for this combat only):
Dretschan 4 (21) - NAUSEATED
Rogue 9 (19)
Haizu (17)
Academia Nut (16)
Jason_Firewalker (16)
Dretschan 6 (16)
Dretschan 5 (15) - NAUSEATED
Goblin 3 (14)
Comrade Tortoise (11)
Goblin 1 (11)
Dretschan 2 (11)
Goblin 2 (10)
Cynical Cat (9)
Goblin 4 (4)
Dretschan 8 (4) - NAUSEATED
Dretschan 7 (2)
Damage table wrote:Dretschan 4 - 3dam(swarm, r2) - NAUSEATED
Dretschan 3 - DEAD
Dretschan 1 - DEAD
Dretschan 6 - 5dam (swarm, r1), 12dam (CT line strike), 3dam (swarm, r2)
Dretschan 5 - 5dam (swarm, r1), 3dam (swarm, r2) - NAUSEATED
Dretschan 2 - 12dam (CT line strike), 3dam (swarm, r2)
Dretschan 8 - 5dam (swarm, r1), 3dam (swarm, r2) - NAUSEATED
Dretschan 7 - 8dam(jason), 3dam (swarm, r2)

Goblin 3
Goblin 1
Goblin 2
Goblin 4
Last edited by rhoenix on Tue Nov 11, 2008 8:36 pm, edited 1 time in total.
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#306

Post by rhoenix »

Rogue9, it's Grer's turn. Go cause some trouble.

For description purposes, apparently the dretschan have become concerned about all of you now, and are no longer doing the circle-and-herd thing on all of you. Instead, they now have all of you roughly encircled at a 15' radius, and do lunging attacks now and then to keep you on your toes.
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#307

Post by Comrade Tortoise »

Fort Save
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#308

Post by Comrade Tortoise »

Victory is mine. Stun failed due to energy absorption
"Nothing in biology makes sense except in the light of evolution."
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There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

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#309

Post by rhoenix »

Comrade Tortoise wrote:Victory is mine. Stun failed due to energy absorption
Approved. CT made the good argument that since his Protection spell absorbed all the damage from the roar, the stunning aspect of the roar would have no effect. As the Roar is an Ex effect, and not a Su, he's correct, and therefore makes his save a moot point.
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#310

Post by Comrade Tortoise »

Indeed. If it was a spell or magical, it would not be dependent upon the sound actually impacting my flesh, but it is not. It is an actual tuned soundwave (soundwave superior, autobots inferior) which messes with the organs and such
"Nothing in biology makes sense except in the light of evolution."
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There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

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#311

Post by Rogue 9 »

Charge, power attack for 2:


Damage:
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#312

Post by rhoenix »

And Grer aces a dretschan. There are now only two up and moving around that aren't busy being nauseous.
Total Initiative Table (by round, for this combat only):
Dretschan 4 (21) - NAUSEATED
Rogue 9 (19)
Haizu (17)
Academia Nut (16)
Jason_Firewalker (16)
Dretschan 5 (15) - NAUSEATED
Goblin 3 (14)
Comrade Tortoise (11)
Goblin 1 (11)
Dretschan 2 (11)
Goblin 2 (10)
Cynical Cat (9)
Goblin 4 (4)
Dretschan 8 (4) - NAUSEATED
Dretschan 7 (2)
Damage table wrote:Dretschan 4 - 3dam(swarm, r2) - NAUSEATED
Dretschan 3 - DEAD
Dretschan 1 - DEAD
Dretschan 6 - DEAD
Dretschan 5 - 5dam (swarm, r1), 3dam (swarm, r2) - NAUSEATED
Dretschan 2 - 12dam (CT line strike), 3dam (swarm, r2)
Dretschan 8 - 5dam (swarm, r1), 3dam (swarm, r2) - NAUSEATED
Dretschan 7 - 8dam(jason), 3dam (swarm, r2)

Goblin 3
Goblin 1
Goblin 2
Goblin 4
Haizu, your turn.
Last edited by rhoenix on Tue Nov 11, 2008 11:27 pm, edited 2 times in total.
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#313

Post by Haizu »

Sneak Attack on D5
To Hit:

Damage:
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The world will look up and shout Save Us and I'll whisper..No.
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#314

Post by rhoenix »

And Eddie snipes another dretschan.
Total Initiative Table (by round, for this combat only):
Dretschan 4 (21) - NAUSEATED
Rogue 9 (19)
Haizu (17)
Academia Nut (16)
Jason_Firewalker (16)
Goblin 3 (14)
Comrade Tortoise (11)
Goblin 1 (11)
Dretschan 2 (11)
Goblin 2 (10)
Cynical Cat (9)
Goblin 4 (4)
Dretschan 8 (4) - NAUSEATED
Dretschan 7 (2)
Damage table wrote:Dretschan 4 - 3dam(swarm, r2) - NAUSEATED
Dretschan 3 - DEAD
Dretschan 1 - DEAD
Dretschan 6 - DEAD
Dretschan 5 - DEAD
Dretschan 2 - 12dam (CT line strike), 3dam (swarm, r2)
Dretschan 8 - 5dam (swarm, r1), 3dam (swarm, r2) - NAUSEATED
Dretschan 7 - 8dam(jason), 3dam (swarm, r2)

Goblin 3
Goblin 1
Goblin 2
Goblin 4
Academia Nut, your turn.
Last edited by rhoenix on Wed Nov 12, 2008 12:31 am, edited 1 time in total.
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#315

Post by Jason_Firewalker »

.... we actually have a useful rogue....


EDITS: Spelling fixes...
Last edited by Jason_Firewalker on Wed Nov 12, 2008 12:47 am, edited 2 times in total.
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#316

Post by rhoenix »

Just FYI - I'm going to be somewhat lazy about criticals, since D&D always seemed to like severely overcomplicating it.

So: if you get a critical in this game, there is no rolling to confirm the critical, there is no rolling another immediate hit. Just take the raw dice damage from the roll (e.g. the 2d6 for a greatsword hit, before a +2 from STR or the weapon being magical is added to damage), and double it. So if you roll a 9 on the 2d6, that 9 becomes an 18 before bonuses - in the case of a critical being x2, anyway.

If you have a problem with this, speak up, but this is by far the most concise way I can think of to deal with them properly.


EDIT: clarified critical multiplier
Last edited by rhoenix on Wed Nov 12, 2008 1:41 am, edited 1 time in total.
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#317

Post by Rogue 9 »

Wait, wait, wait. So you're saying that any threat is a critical hit? You realize how severely that screws with the odds of getting a critical, right?
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"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#318

Post by rhoenix »

Rogue 9 wrote:Wait, wait, wait. So you're saying that any threat is a critical hit? You realize how severely that screws with the odds of getting a critical, right?
My argument is that if your character hits within his or her threat range, and will strike the target, it would be much simpler this way.

I never agreed with the "rolling to confirm a critical" rule, as the very idea to me seemed silly. Making one more subject to chance after you already rolled a critical didn't make sense to me.

However, if you'd like to argue in favor of it being more difficult to get a critical, be my guest - I'll listen/read.
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#319

Post by Rogue 9 »

You're not more subject to chance because of confirming critical hits; you're less so. If you're rolling to confirm a critical, it doesn't matter even if you roll a one; you still hit. Removing critical confirmations greatly disadvantages the player characters relative to the monsters, because it increases the random chance of scoring a critical hit over time. How many natural 20s are our characters going to be subject to over the course of play compared to the average NPC or monster?

By removing critical confirmation rolls, you're increasing the role chance plays by increasing the odds of a critical hit to a straight 5, 10, or 15%, up from a much lower number generated by requiring one to hit the target's AC a second time.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#320

Post by Cynical Cat »

I don't see why you want to do it. It doesn't slow the game down at all. Any player with a functioning frontal lobe can see if his roll threatens a critical and then do a confirmation + critical damage roll post. This is already play by post. That the player spends an extra few minutes making another post doesn't really change things when we are often hours between turns.
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#321

Post by Rogue 9 »

Hell, I wish I'd have known if we were doing it this way. I'd have built a rogue with a keen rapier and Telling Blow. :lol:
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#322

Post by Academia Nut »

Okay, quick question, which of the destrachans are within range of me, if any? I'm going to stop concentrating this round so that the swarm only lasts until the end of the next round because I don't want it getting loose and killing everyone as the destrachans within look pretty messed up now and the swarm is uncontrolled once summoned. Also, have you been counting the blood loss into your damage tallies?

As to the crit hit things, it isn't much extra effort to see you got a twenty on your roll and throw in an extra two rolls for confirming and damage, so don't worry about it. It's more fun to have to confirm because the lower likelihood makes it rarer and thus more exciting when it happens.
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#323

Post by rhoenix »

Alright - Rogue9, Cyncat, Academia Nut, you three make good arguments. In that case, you'll have to roll to confirm a critical after this.

I'll skip Haizu needing to with his sneak attack, as he would've killed his target regardless.
Academia Nut wrote:Okay, quick question, which of the destrachans are within range of me, if any? I'm going to stop concentrating this round so that the swarm only lasts until the end of the next round because I don't want it getting loose and killing everyone as the destrachans within look pretty messed up now and the swarm is uncontrolled once summoned. Also, have you been counting the blood loss into your damage tallies?
If you mean a constant 1-6 damage each round, yes. If you mean from blood loss, no. If I forgot to do so, it won't kill any of them this round (if it's one point of HP damage).
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#324

Post by Academia Nut »

Yes, every destrachan hit by the swarm starts bleeding and loses one hit point a turn thereafter until medical attention is recieved or death occurs.

Also, which ones are close to me? Can I reach one in a move action, a charge, or am I close enough to any to make a full attack?
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#325

Post by rhoenix »

Academia Nut wrote:Yes, every destrachan hit by the swarm starts bleeding and loses one hit point a turn thereafter until medical attention is recieved or death occurs.

Also, which ones are close to me? Can I reach one in a move action, a charge, or am I close enough to any to make a full attack?
The remaining mobile one is within charge distance. The vomiting ones are a bit closer, but still about 10 feet away.

And I'll add 1 damage to all the ones affected.
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