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.)
Posted: Tue Jul 09, 2019 2:01 pm
by Formerfish
Go team!
Posted: Tue Jul 09, 2019 2:06 pm
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.
Posted: Tue Jul 09, 2019 2:08 pm
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?
Posted: Tue Jul 09, 2019 2:09 pm
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?
Posted: Tue Jul 09, 2019 2:14 pm
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.)
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.
Posted: Tue Jul 09, 2019 2:16 pm
by Ircher
It's actually more of a linear increase/decrease. It also dictates rounding rules.
Posted: Tue Jul 09, 2019 2:19 pm
by Formerfish
And when does HP restore? After this guy?
Posted: Tue Jul 09, 2019 2:19 pm
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.
Posted: Tue Jul 09, 2019 2:20 pm
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....)
Posted: Tue Jul 09, 2019 2:21 pm
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.
Posted: Tue Jul 09, 2019 2:24 pm
by Formerfish
Posted: Tue Jul 09, 2019 2:25 pm
by Formerfish
Posted: Tue Jul 09, 2019 8:43 pm
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.
Posted: Wed Jul 10, 2019 12:11 am
by the worst
I feel like Fishy really wants to kick some butt.
Might be best if I stay sidelined for this one, friends. :c
Posted: Wed Jul 10, 2019 12:47 am
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.
Posted: Wed Jul 10, 2019 1:19 am
by James Brafin
Sounds like a plan.
Posted: Wed Jul 10, 2019 4:36 am
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.
Posted: Wed Jul 10, 2019 4:37 am
by Ircher
Maybe.
It's more likely I'll just have new players start at level 2 or 3. I haven't decided yet.
Posted: Wed Jul 10, 2019 6:58 am
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
Posted: Wed Jul 10, 2019 7:38 am
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.
Posted: Wed Jul 10, 2019 7:42 am
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
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.)
Posted: Wed Jul 10, 2019 7:48 am
by Inferno390
Why
Did no one bless us so we could nuke
Posted: Wed Jul 10, 2019 7:52 am
by Formerfish
Anyone be mad if I Leroy Jenkins the shit out of this and just rush in to attack?