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So I can attack the Brigade Warrior since my sword has a range of 1? If so that is my move.
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Barnell: So I can attack the Brigade Warrior since my sword has a range of 1? If so that is my move.
That is true. However, before you do that, you also have the option of using a skill. As a reminder, your skills are Rage (1) and Seize (1).

Here's a reminder what they do:
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Rage: Attack Modification. If you are performing a traditional attack this turn, Rage modifies that attack: you deal an additional 6 damage. You lose 3HP if that attack is successful.

Seize: If you land a successful attack against an enemy this turn, there is a 50% chance that enemy will be "seized." Seized enemies cannot attack or use special abilities during their next turn.

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You can only do each of these things once, so it's up to you whether you want to use one of them now or just make a regular attack and hold on to them for awhile.
Am I limited to a single skill, or can I create a combination? In other words, could I use the skill Close Ground to move one square Southeast, thereby making my effective range 1 against the mage and then use dual wield to create two attacks against the mage?
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HomerSimpson: Am I limited to a single skill, or can I create a combination? In other words, could I use the skill Close Ground to move one square Southeast, thereby making my effective range 1 against the mage and then use dual wield to create two attacks against the mage?
No, you can only use one skill per turn.

(I'm planning on introducing the combo idea, but it will take awhile because of the need to preserve balance in the game).
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HomerSimpson: Am I limited to a single skill, or can I create a combination? In other words, could I use the skill Close Ground to move one square Southeast, thereby making my effective range 1 against the mage and then use dual wield to create two attacks against the mage?
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stoicsentry: No, you can only use one skill per turn.

(I'm planning on introducing the combo idea, but it will take awhile because of the need to preserve balance in the game).
Darn. I was going to wail on that mage. :-)

Just for further clarification (sorry if this is sounding dense), but does the dual wield skill have to be used against two separate opponents, or can I aim both attacks at one foe?
I think I will use Magic Missile on the Brigade Warrior.
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stoicsentry: No, you can only use one skill per turn.

(I'm planning on introducing the combo idea, but it will take awhile because of the need to preserve balance in the game).
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HomerSimpson: Darn. I was going to wail on that mage. :-)
Part of me wants to break the rules just to see that happen... lol.. .would have been sweet.

Just for further clarification (sorry if this is sounding dense),
Not at all.

but does the dual wield skill have to be used against two separate opponents, or can I aim both attacks at one foe?
You can attack the same opponent again, yes. My intention is to revise the wording on that skill so that it's clear, but yes, you can.
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Azarr: I think I will use Magic Missile on the Brigade Warrior.
Got it. As soon as everyone else has decided, I will post the updates, including the Brigade's moves.

Then, it will be "Movement Part 2".

We can go at whatever pace you all are comfortable with, so if it takes a day to do a turn, that's fine, if it takes a few days, that's OK too. Or, if you even do an entire quest (a small one like this) in a single day. that's also cool... there's no time limit.
Post edited July 14, 2011 by stoicsentry
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Barnell: So I can attack the Brigade Warrior since my sword has a range of 1? If so that is my move.
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stoicsentry: That is true. However, before you do that, you also have the option of using a skill. As a reminder, your skills are Rage (1) and Seize (1).

Here's a reminder what they do:
__________________________________
Rage: Attack Modification. If you are performing a traditional attack this turn, Rage modifies that attack: you deal an additional 6 damage. You lose 3HP if that attack is successful.

Seize: If you land a successful attack against an enemy this turn, there is a 50% chance that enemy will be "seized." Seized enemies cannot attack or use special abilities during their next turn.

_________________________________________________________


You can only do each of these things once, so it's up to you whether you want to use one of them now or just make a regular attack and hold on to them for awhile.
I see I like to use the Seize skill the attack the Brigade Warrior.

There better not be any area effects from that spell Azarr
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stoicsentry: That is true. However, before you do that, you also have the option of using a skill. As a reminder, your skills are Rage (1) and Seize (1).

Here's a reminder what they do:
__________________________________
Rage: Attack Modification. If you are performing a traditional attack this turn, Rage modifies that attack: you deal an additional 6 damage. You lose 3HP if that attack is successful.

Seize: If you land a successful attack against an enemy this turn, there is a 50% chance that enemy will be "seized." Seized enemies cannot attack or use special abilities during their next turn.

_________________________________________________________


You can only do each of these things once, so it's up to you whether you want to use one of them now or just make a regular attack and hold on to them for awhile.
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Barnell: I see I like to use the Seize skill the attack the Brigade Warrior.

There better not be any area effects from that spell Azarr
Ok, Seize + attack the Warrior.

(There isn't any area of effect damage from that spell, it only hits the target so don't worry)

Now just waiting to verify Cat's move.
IC Action:

Even before he and his mates had entered the tower, Cat could smell the enemy spell-slinger. Always that light, vapory hint of brimstone about them, no matter how often (or little) they bathed. The soft hairs on his arms stood reflexively. That would be his mark.

Sighting the opponent confirmed Cat's suspicion. Sure enough, the Brigade had sent a slinger. Lines of action commenced at once in a flurry of activity; Barnell straight ahead to clash with the Brigade's meat. Good. Harzhan side-stepping to lay down cover. As spell-slingers went, Harzhan wasn't bad to have around, so far as Cat was concerned. The Brigade closing ranks. But they had made a mistake. The beef had left an opening on the flank, exposing the spell-slinger. There was no need for a written invitation.

Cat stepped forward to stay on the perimeter. Then, exposing the double-leafed blade from it's sheathe, he closed with the quickness of his profession and namesake towards the spell-slinger. His blade, the razor's edge glinting in the half-light, sliced through the air towards the mage.....

OOC explanation: Cat uses Close Ground to move one square southeast. Now within a range of one from the Brigade mage, he will attack. If I understand correctly, the attack (when that phase executes) should have the potential to do 1d6+4, +2 more for the close ground action.
Post edited July 14, 2011 by HomerSimpson
OOC: you are correct about the damage. Love the IC stuff!

I am tallying the results. I use random.org to roll dice and determine percentages (for something like Seize) so it may take a few minutes but it will be up shortly.
Brigade

Brigade Warrior attacks Barnell, uses Seize: 1d6 (3) + 5 = 6 damage (Block failed!) 50% chance to Seize: FAILED!

Brigade Archer uses Hide in Shadow, attacks Barnell. No chance to dodge. 1d6 (4) + 1 = 5 damage.

Brigade Mage casts Arc Lightning. 2 damage to Barnell, 2 damage to Cat, 2 damage to Harzhan (thwart FAILED!)

Division

Barnell uses Seize, attacks Brigade Warrior. 20% block - 15% block (Barnell's weapon modifier = 5% block). Block FAILED! 50% chance to Seize SUCCEEDED! Brigade Warrior may not attack or use skills next turn. 1d6 (1) + 9 = 10 damage!

Cat uses Close Ground, moves within range of Brigade Mage, attacks for d6 (3) + 4 + 2 = 9 damage. (Opponent could not block so weapon modifier not counted).

Harzhan casts Magic Missile on Brigade Warrior (no chance to thwart). d6 (4) + 1 (level) = 5 damage.

Barnell took 6 + 5 + 2 damage = 13.

Harzhan took 2 damage = 2.

Cat took 2 damage = 2.

Brigade Warrior took 10 + 5 = 15 damage. Brigade Warrior is SEIZED (cannot attack or use skills next turn).

Brigade Mage took 9 = 9 damage.


Brigade Warrior is virtually eliminated already! Brigade Mage is reeling! Barnell is slightly hurt, but hanging on just fine.

UPDATED HP/SKILLS REMAINING (If you notice an error, let me know, sometimes the math gets crazy... lol)


1. Black Brigade Archer
Range: 3
Attack: 1d6 + 1
Dodge: 20%
HP: 20

Hide in Shadow: 3/4

2. Black Brigade Warrior
Range: 1
Attack: 1d6 + 5
Block: 20%
HP: 5

Skills:
Seize: 1/2

3. Black Brigade Mage
Range: 1
Attack 1d6 - 1
Thwart: 40%
HP: 11

Spells:
Arc Lightning 4/5

You are:

Harzhan
Class: Mage
Range: 1
Damage: 1d6+5
Other: 7.5% chance to stun.
Thwart: 40% chance to avoid enemy Mage damage.
HP: 26

Skills:
1. Arc Lightning 1/5
2. Magic Missile 0/5
3. Repel 1/5
4. Minor Restoration 2/5
5. Craft Minor Potion 1/5


Cat
Class: Rogue
Range: 1
Damage: 1d6 + 4 (at range 1), 1d6 + 7 at range of 0.
Other: Opponents have -25% chance to block.
Dodge: +20% chance to avoid enemy missiles.
HP: 28

Skills:
1. Dual Wield 1/4.
2. Hide in Shadow 1/4.
3. Close Ground 0/4.
4. Pilfer Potions 1/4.

Barnell
Class: Warrior
Range: 1
Damage: 1d6 + 9
Other: opponent has -15% chance to block.
Block: 20% chance to avoid enemy melee damage.
HP: 20

Skills:
1. Rage 1/2
2. Seize 0/2



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MAP UPDATED to include Cat's Close Ground.

It is now movement turn 2. Everyone may make a move. If you had effects to deal with, you would do so now (I would inform you.) If you had items that could be exchanged, you could also do so now (you don't for now). So basically, it's just moves!
Attachments:
cobra3.gif (15 Kb)
Post edited July 14, 2011 by stoicsentry
IC Action

As he closed in, Cat felt the singe along his sleeves and the stinging static. Still, painful as it might turn out to be later, Cat's adrenaline was high and for the moment he was undetrred. His initial swipe had struck decently, validated by the slinger's involuntary yelp of pain. Seeking to press the initiative, Cat stayed on course, confident that his mates were holding up their end.

OOC

Cat advances one square southeast, looking to create a 0 range attack against the brigade mage.
Post edited July 14, 2011 by HomerSimpson
Hypothetically If I'm between the Harzhan and the archer; will that prevent the archer from being able to attach Harzhand? And can Harzhan still cast spells on the archer?

If I’m in the same block as the warrior will that increase, decrease or have no effect on my attack?
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Barnell: Hypothetically If I'm between the Harzhan and the archer; will that prevent the archer from being able to attach Harzhand?
Short answer: no.

Long answer: typically, the down side to missile weapons is that they add an additional "plus" to the target's ability to dodge. So a sling, for example, can have a +25% to dodge, meaning the target has a 25% chance to avoid that damage (plus whatever innate dodge ability they already had, so Cat, as a Rogue, would have a 45% chance to avoid the damage in such a case.)

This mechanic is designed to incorporate the idea of potential "obstruction" in a more streamlined manner. Thus a missile weapon with a range of 2 has a certain increased chance to be dodged, and a missile weapon with a range of 3 has an even higher chance to be dodged.

In this case, however, as a tutorial mission, I did not include a "plus" modifier to the Archer's weapon. Rather, he is just pretty darn weak and has lower HP.

And can Harzhan still cast spells on the archer?
Yes. Obstruction doesn't matter here.

If I’m in the same block as the warrior will that increase, decrease or have no effect on my attack?
Short answer: no effect.

Long answer: It will have no effect, unless your weapon specifics that it does. The dagger, for example, does have such a benefit. It does slightly below average damage from a range of 1, but way higher from a range of 0. Each weapon has it's own unique benefits: in the case of your Longsword, it's simply one of the most powerful weapons in the game in terms of it's guaranteed damage and it is more likely to connect with it's target when used, because it erases 15% of the opponent's chance to block.

I respect that there are definitely ways to make the game more responsive to situations such as a closer range. It's one of the things I would like to work on. For now, I've basically just been adding a new feature or two for each game. (It's a lot at once.)

Hope that answers your question.
Post edited July 14, 2011 by stoicsentry