Level Up 2 - Finished

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Post Post #825 (ISO) » Tue Jul 09, 2019 1:57 pm

Post by Ircher »

The poison from the arrow deals an additional two damage to inspiratieloos. **inspiratieloos has
13/20
HP left.**
---
Current Monster Statuses
(Threshold 2)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12/12 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (2 Rounds) | 2 CD

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.

Active Battle Effect #2: Players require and use one less mana to cast spells.

Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)
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Post Post #826 (ISO) » Tue Jul 09, 2019 2:01 pm

Post by Formerfish »

Go team!

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Post Post #827 (ISO) » Tue Jul 09, 2019 2:06 pm

Post by Inferno390 »

Well
Now we know quite a lot.
So I am for a double bless on me and James so we can kick his butt.
Also knowing that if we can get him down to 1 HP in one turn we win is good.
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Post Post #828 (ISO) » Tue Jul 09, 2019 2:08 pm

Post by Formerfish »

In post 827, Inferno390 wrote:Well
Now we know quite a lot.
So I am for a double bless on me and James so we can kick his butt.
Also knowing that if we can get him down to 1 HP in one turn we win is good.
What do you thnk about throwing the low guys out there for 2 rounds to try and get the xp?
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Post Post #829 (ISO) » Tue Jul 09, 2019 2:09 pm

Post by Formerfish »

Is the xp split like a pie where it has a finite amount to go around, or do we just get a certain amount based on activity and lvl?
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Post Post #830 (ISO) » Tue Jul 09, 2019 2:14 pm

Post by Ircher »

In post 829, Formerfish wrote:Is the xp split like a pie where it has a finite amount to go around, or do we just get a certain amount based on activity and lvl?
It's like a pie in that it is shared; however, I also adjust individual experience based on player level. If you haven't noticed, each enemy has a level (in parenthesis generally at the start of the line), and the average enemy level becomes the target level. If you are below the target level, you gain more xp and vice-versa. (Additional experience from the level correcting mechanism is generated from thin air.)
Last edited by Ircher on Tue Jul 09, 2019 2:16 pm, edited 1 time in total.
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Post Post #831 (ISO) » Tue Jul 09, 2019 2:15 pm

Post by Formerfish »

In post 830, Ircher wrote:
In post 829, Formerfish wrote:Is the xp split like a pie where it has a finite amount to go around, or do we just get a certain amount based on activity and lvl?
It's like a pie in that it is shared; however, I also adjust individual experience based on player level. If you haven't noticed, each enemy has a level (in parenthesis generally at the start of the line), and the average enemy level becomes the target level. If you are below the target level, you gain more xp and vice-versa.
Makes sense, like a multiplier.
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Post Post #832 (ISO) » Tue Jul 09, 2019 2:16 pm

Post by Ircher »

It's actually more of a linear increase/decrease. It also dictates rounding rules.
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Post Post #833 (ISO) » Tue Jul 09, 2019 2:19 pm

Post by Formerfish »

And when does HP restore? After this guy?
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Post Post #834 (ISO) » Tue Jul 09, 2019 2:19 pm

Post by Jackal711 »

In post 827, Inferno390 wrote:Well
Now we know quite a lot.
So I am for a double bless on me and James so we can kick his butt.
Also knowing that if we can get him down to 1 HP in one turn we win is good.
One problem is, due to the bound effect I'm the only one that can really do anything useful this round.

I'm of a mind to just smack him with a double slash, though if you guys think a bless on myself or someone we plan to sub in next round is better I'm okay with that too.
Last edited by Jackal711 on Tue Jul 09, 2019 2:22 pm, edited 1 time in total.
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Post Post #835 (ISO) » Tue Jul 09, 2019 2:20 pm

Post by Ircher »

Generally only after level ups or the end of a story arc. It partially goes back up every time MP is fully restored. (There may be exceptions based on what direction I want this game to go in....)
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Post Post #836 (ISO) » Tue Jul 09, 2019 2:21 pm

Post by Formerfish »

I'm for the let the new guy and I get our licks in and get out, then let big boys mop up.
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Post Post #837 (ISO) » Tue Jul 09, 2019 2:24 pm

Post by Formerfish »

Last edited by Formerfish on Tue Jul 09, 2019 2:25 pm, edited 1 time in total.
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Post Post #838 (ISO) » Tue Jul 09, 2019 2:25 pm

Post by Formerfish »

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Post Post #839 (ISO) » Tue Jul 09, 2019 8:43 pm

Post by inspiratieloos »

I guess I'm just going to sit there and meditate?

And I think Double Slash is the way to go. He's resistant to fire and any other action will trigger his defence anyway, so might as well roll all the dice.
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Post Post #840 (ISO) » Wed Jul 10, 2019 12:11 am

Post by the worst »

I feel like Fishy really wants to kick some butt. :P
Might be best if I stay sidelined for this one, friends. :c
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Post Post #841 (ISO) » Wed Jul 10, 2019 12:47 am

Post by inspiratieloos »

Yeah, going in with 2 HP
might
not be the smartest idea.

Anyway:
Meditate:
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Then swap with James.

Funny thing is, if we'd have just nuked him round 1 we could very well have outright killed him.
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Post Post #842 (ISO) » Wed Jul 10, 2019 1:19 am

Post by James Brafin »

Sounds like a plan.
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Post Post #843 (ISO) » Wed Jul 10, 2019 4:36 am

Post by inspiratieloos »

@Ircher, could you maybe add a minor support skill with initiative at lvl1? Obviously not useful for this fight, but now that the levels are diverging new players basically have to look for opportunities to do something without it actively hindering the party.

Something along the lines of Active skill "Shout Encouragement" (CD3): add +1 to target player's attack rolls this turn, grants initiative.
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Post Post #844 (ISO) » Wed Jul 10, 2019 4:37 am

Post by Ircher »

Maybe.

It's more likely I'll just have new players start at level 2 or 3. I haven't decided yet.
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Post Post #845 (ISO) » Wed Jul 10, 2019 6:58 am

Post by Jackal711 »

Alright chump, let's see how you deal with this!

Double Slash:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Original Roll String: 1d6-2
1 6-Sided Dice: (4)-2 = 2

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #846 (ISO) » Wed Jul 10, 2019 7:38 am

Post by Ircher »

inspiratieloos takes a moment to rest and clear his mind. **inspiratieloos has
14/20
HP left.**

Jackal711 slashes twice at Cultist Szyme. Cultist Szyme attempts to dodge the attacks. (9 so far on Cultist Szyme.)
(Defense:)
Original Roll String: 1d4-1
1 4-Sided Dice: (4)-1 = 3

---
Cultist Szyme takes out a red vial and drinks the contents of the vial.
(Items are unaffected by curses/blessings.)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Cultist Szyme fires an arrow with a grayish tip at Jackal711.
Original Roll String: 1d6-1
1 6-Sided Dice: (3)-1 = 2

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Cultist Szyme loads his bow again and fires another arrow with a grayish tip at inspiratieloos.
Original Roll String: 1d6-1
1 6-Sided Dice: (5)-1 = 4

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Poison damage for inspiratieloos:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

---
inspiratieloos is no longer bound nor poisoned.
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Post Post #847 (ISO) » Wed Jul 10, 2019 7:42 am

Post by Ircher »

(Oh, I nearly forgot about the -2 penalty. So actually, that 9 becomes a 5 because the penalty applies to both.)

Cultist Szyme manages to avoid most of the first slash, but he still takes the second slash full on. The red potion he drank seems to revitalize him some. **Cultist Szyme has 12/12 HP left.**

Alas, perhaps he spent too much time on avoiding Jackal711's attacks as both his arrows miss his targets.

inspiratieloos takes 1 damage from poison. **inspiratieloos has
13/20
HP left.**

You may select a new set of challengers.

---
Current Monster Statuses
(Threshold 2)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12/12 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (1 Round) | 1 CD

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.

Active Battle Effect #2: Players require and use one less mana to cast spells.

Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)
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Post Post #848 (ISO) » Wed Jul 10, 2019 7:48 am

Post by Inferno390 »

Why
Did no one bless us so we could nuke
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Post Post #849 (ISO) » Wed Jul 10, 2019 7:52 am

Post by Formerfish »

Anyone be mad if I Leroy Jenkins the shit out of this and just rush in to attack?
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